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212 Commits

Author SHA1 Message Date
Jim Shield
9ec7bddfe6 Merge pull request #61 from GhostInLowGear/GhostInLowGear-patch-1 2025-10-22 16:40:03 +01:00
Jim Shield
d46aa8c2cb Merge pull request #60 from oosayeroo/main 2025-10-22 16:38:57 +01:00
Jim Shield
0793554855 Merge pull request #59 from desypher/rcore_clothing_support 2025-10-22 16:36:49 +01:00
GhostInLowGear
9efc3c94cd Update playerfunctions.lua
Add tgg billing
2025-10-22 11:34:06 -04:00
Jim Shield
7e320bcb99 Version Bump
`2.1.07` - `2.1.08`
2025-10-21 16:09:33 +01:00
oosayeroo
9c66499fab Merge branch 'jimathy:main' into main 2025-10-21 11:14:30 +01:00
Jim Shield
54f96f7e77 When using lookEnt() also face players head 2025-10-20 20:10:02 +01:00
Jim Shield
dffed24fb3 Add callback to get society balance in client side 2025-10-18 23:12:38 +01:00
Jim Shield
aae2bd5021 Fix debugMode never being set after last change 2025-10-18 12:16:05 +01:00
oosayeroo
258a510452 add hunger + thirst to getPlayer
- added for esx, qb, qbox, rsg
2025-10-14 14:06:16 +01:00
oosayeroo
2ac3843fb2 Merge branch 'jimathy:main' into main 2025-10-14 09:33:15 +01:00
Jim Shield
732b07c957 Create check for broken/missing config file 2025-10-14 03:51:22 +01:00
Jim Shield
8e8010f837 Start adding stashEditMetadata()
Need help with this one

`ox_inv` provides an easy function for this but most inventories don't seem to support editing specific items in a stash

`qb-inv` currently you need to forcibly edit the sql

others I'm I'm not too sure about yet
2025-10-13 12:33:04 +01:00
desypher
696b469309 Added support for rcore_clothing in wardrobe
I have tested this on my local, feel free to merge it if you're happy to add support for rcore_clothing!
2025-10-12 01:15:30 +02:00
Jim Shield
e05815cfbd Fix getStash forcing fallback functions to run 2025-10-11 17:23:26 +01:00
Jim Shield
8594ba12ec Version Bump
`2.1.06` - `2.1.07`
2025-10-10 13:27:29 +01:00
Jim Shield
9f914bd497 Fix embedded store handling 2025-10-10 02:55:16 +01:00
Jim Shield
ad47836232 All grabbox to recieve slot and maxweight 2025-10-10 01:41:52 +01:00
Jim Shield
ae4637f9c4 Fix OrigenInv getPlayerInv() func calling OX_Inv 2025-10-10 00:40:35 +01:00
Jim Shield
a13284d0e0 Add support for 17mov progressbars 2025-10-09 20:12:05 +01:00
Jim Shield
98f8944a79 Add codem option for billing 2025-10-09 20:05:15 +01:00
Jim Shield
13b0f796ff createPropTarget also makes the prop 2025-10-09 20:04:54 +01:00
Jim Shield
b282d3393f make the auto check for minZ and maxZ more lenient 2025-10-09 17:55:54 +01:00
Jim Shield
180cc7b2a2 Add new createPropTarget() function
This is intended to help create automated prop based targets

Using the coordinates and specified prop models dimensions to create a correctly sized box target.

```lua
createPropTarget({
	name,
	target.prop.coords,
	target.prop.model,
}, options, 2.0)
```
2025-10-08 22:53:36 +01:00
Jim Shield
beb67b79a5 Auto adjust boxes with poorly set minZ and maxZ
Automatically adjusts box targets for custom locations that have been set wrong

if minZ is too high, adjust it
if maxZ is too low, adjust it

and warn the client that the target has to be adjusted.

Solves people opening tickets because they half edited a location without reading my docs
2025-10-07 21:07:31 +01:00
oosayeroo
8d48b0d692 Merge branch 'jimathy:main' into main 2025-10-07 15:23:02 +01:00
Jim Shield
c359bc4342 Support embedded shops in other scripts 2025-10-07 13:54:31 +01:00
oosayeroo
40ca0eb04d Merge branch 'jimathy:main' into main 2025-10-06 15:37:57 +01:00
Jim Shield
2404fff002 Version Bump
`2.1.05` - `2.1.06`
2025-10-06 02:33:37 +01:00
Jim Shield
03ca409bf3 Fix AnimSet loading for effects 2025-10-06 02:28:30 +01:00
Jim Shield
9a78b057dd Create alcohol.lua
Starting a "alcohol/drug" file to handle alcohol effects between scripts using exports to keep the "amount drunk/used" synchronized between scripts that use jim_bridge
2025-10-06 02:15:19 +01:00
Jim Shield
45f390c177 Update playerfunctions.lua 2025-10-04 22:10:39 +01:00
Jim Shield
803c612cbb Change stress to take away instead of increase 2025-10-04 19:12:50 +01:00
Jim Shield
63bcb86ac1 ESX Fallback functions are very basic.
There aren't many native functions for what the script can do, if anyone has any better ideas

- go to `itemcontrol.lua`
- search `ESX` and tell me what could be done better/right
2025-10-04 01:31:14 +01:00
Jim Shield
0bc3c0f9b4 Update itemcontrol.lua 2025-10-03 17:44:29 +01:00
Jim Shield
672dd7684b Fix ESX authtoken callback saying possible exploit 2025-10-03 13:51:15 +01:00
oosayeroo
f53f29a4b2 Merge branch 'jimathy:main' into main 2025-10-03 13:42:13 +01:00
Jim Shield
c040390d1f Start working on inventory fallback functions
NEEDS TESTING

A lot of ESX stuff not done yet
2025-10-03 12:22:05 +01:00
Jim Shield
26b1f36029 Version Bump
`2.1.04` - `2.1.05`
2025-10-02 12:24:27 +01:00
Jim Shield
331dc94e2f Revert Crafting
I realised in trying to increase readability and optimize, I broke crafting recipes that supported different multiple recipes in the same list

eg. Mining has 3 recipes in the smelter for `goldingot`

This reverts the system back to the previous recipe style but keeps all the fixes/features from the latest updates
2025-10-02 12:20:58 +01:00
Jim Shield
d1dab48acc Fix singleprogress multiplying crafting recipes
Adds a `cloneTable()` function to make a "deep copy" of the crafting recipes when calculating the multiple amounts to be taken when multicrafting
2025-10-02 00:14:13 +01:00
Jim Shield
7e595df143 Remove gta progressbar print from testing 2025-10-01 17:04:59 +01:00
Jim Shield
d791a2e09f quick fix converting old crafting style 2025-10-01 11:42:47 +01:00
Jim Shield
7738bb4fca Version Bump
`2.1.03` - `2.1.04`
2025-09-30 23:39:55 +01:00
Jim Shield
3ad65810c3 Rework crafting.lua
Changes:
- Crafting prop not spawning
- Crafting "sound" not playing
- `SingleProgress` is now "one progressbar"

I'm working on refactoring crafting table's layout style too

I'm updating my scripts crafting recipes to a new format, this commit basically makes use of it and makes it slightly easier to edit later if needed

It *should* increase readability and users ability to edit these recipes

# "old style" crafting recipes should still be compatible thanks to a wrapper I added so you shouldn't notice a difference.
2025-09-28 14:03:23 +01:00
Jim Shield
45eeaf8f0d update a couple debug prints 2025-09-28 13:48:17 +01:00
Jim Shield
37f7eb1116 add testing code for new crafting table style 2025-09-28 03:22:12 +01:00
Jim Shield
145e3aa156 add new module ropeControl.lua
**Needs work** but adds the ability to easily create ropes/wires from one coord to another
2025-09-27 13:01:09 +01:00
Jim Shield
bb176addbf Create setStress function
This allows per framework stress functions to be set, including ESX

For ESX the math is done in this function as their values are insanely high instead of 0 - 100
2025-09-27 12:35:56 +01:00
Jim Shield
178040348e Rework SingleProgress slightly
Realised it wasn't doing the math to take the correct amount of required items, so this fixes it

also if `SingleProgress` is enabled, it won't show the "Ingredient Progress bars" any more
2025-09-27 12:34:46 +01:00
oosayeroo
2cf80881e4 Input.lua : allow default in oxlib "number" type 2025-09-25 02:17:48 +01:00
Jim Shield
ee15f3b076 Version Bump
`2.1.02` - `2.1.03`
2025-09-24 23:12:34 +01:00
Jim Shield
6919f038ee Release Notifier Push 2025-09-24 18:20:02 +01:00
Jim Shield
47029da6ed Revert "Version Bump"
This reverts commit f08638812c.
2025-09-24 14:23:43 +01:00
Jim Shield
e1d292d1bf Remove testing debug print 2025-09-24 14:09:19 +01:00
Jim Shield
f08638812c Version Bump
`2.1.02` - `2.1.03`
2025-09-24 13:36:14 +01:00
Jim Shield
de5424c506 Fix getPlayerInv() for CodeM Inventory 2025-09-24 12:30:08 +01:00
Jim Shield
b46d734442 Testing a rework _loaders.lua
Uses more specific functions per framework now for player loading in and out and optimizes use of them
2025-09-24 12:29:48 +01:00
Jim Shield
92ad96e435 Redo math for ox_inv get player current inv weight 2025-09-24 11:59:44 +01:00
Jim Shield
6166314cbf fix ox_inv current inventory weight check 2025-09-23 15:05:46 +01:00
Jim Shield
9fa8f58cfb Make ox_lib progressbars actually return false
I think this was causing progressbars to return true instead of `nil/false` somehow
this *should* make it more certain
2025-09-23 14:59:16 +01:00
Jim Shield
ed997ad8a2 fix typo breaking qb-core /commands 2025-09-23 12:00:40 +01:00
Jim Shield
20cea95783 Set previous active cam inactive
shouldn't be needed but just in case
2025-09-22 21:10:01 +01:00
Jim Shield
0dc5a45b5d Support for esx_society
`esx_society` requires societies to be registered manually before opening. this forces it

also adds full support for charging, funding and retrieving balances in `esx_society`
2025-09-22 21:08:31 +01:00
Jim Shield
54b1280bef Remove debug print 2025-09-21 12:09:12 +01:00
Jim Shield
3ac65d4630 Add "pre support" for jim-shops exploit security 2025-09-21 12:00:05 +01:00
Jim Shield
ed49876c69 Fix cleanup of targets for qb-target
Realised it was trying to remove `nil` when players were unloading/the scripts were ensured
2025-09-21 10:35:22 +01:00
Jim Shield
69d0f07bb6 Potential fix for playerInfo is nil 2025-09-20 17:56:47 +01:00
Jim Shield
b975f318a0 Fix hunger and thirst events
Missed out the math part when adding hunger and thirst to a player when eating items when I reworked the functions

should fix for all frameworks
2025-09-19 23:06:11 +01:00
Jim Shield
ce1df2c205 Version Bump 2025-09-19 17:54:45 +01:00
Jim Shield
75d8146e24 Fix nil print + use .xy for distance check 2025-09-19 17:22:40 +01:00
Jim Shield
268c95f29a Hotfix for shops and stashes erroring 2025-09-15 22:14:18 +01:00
Jim Shield
91dd069e5a Use the correct illenium appearance trigger 2025-09-15 17:23:30 +01:00
Jim Shield
f96d96f26e adjust stash and store registration
This should fix the `jim_bridge` side of the reports of stores erroring when scripts starts
2025-09-15 16:19:52 +01:00
Jim Shield
ae231b6101 Version Bump
`2.0.23` - `2.1.0`
2025-09-14 21:32:12 +01:00
Jim Shield
c709159ea4 Deprecate ConsumeSuccess()
This function and others were too open to exploiters, my scripts not no longer use these functions and handle it all server side.
2025-09-14 17:40:12 +01:00
Jim Shield
c8089109c6 Add "await" for callbacks
This hopefully should help callbacks get their requested data

Basically gives them a timeout for requests, so they don't accidently receive `nil`
2025-09-14 15:18:36 +01:00
Jim Shield
807cfe1a2a Fix stash dist exploit checker 2025-09-13 02:50:31 +01:00
Jim Shield
420e035e2b fix cam wrapperFunctions 2025-09-13 02:47:17 +01:00
Jim Shield
a0377df713 Bit of tidying 2025-09-10 01:26:02 +01:00
Jim Shield
301b069312 add openClothin() function
Attempts to open clothing scripts menus

Still testing this one
2025-09-09 18:49:26 +01:00
Jim Shield
6c09e55fd4 Optimzie hasJob() function
Now makes use of `GetPlayer()` to grab player data on client or server
2025-09-08 21:00:49 +01:00
Jim Shield
d8467f0b02 allow GetPlayer() function to work client side 2025-09-08 20:20:50 +01:00
Jim Shield
a9832da7d7 Update notify-discord.yml
test 2
2025-09-08 18:35:03 +01:00
Jim Shield
2942907963 Update notify-discord.yml
Testing if the discord bot can understand { ' } ( )
2025-09-08 18:26:57 +01:00
Jim Shield
02ca13bcbd Put distance exploit checks in place
This is a continuation from an earlier commit

- If something is attempted to be opened without correctly registered coordinates, (most likely being called outside the script), refuse it
- If the player isn't close enough to the registered coords, refuse it

Basically, built-in distance based exploit protection for shops/stashes/sellShops
2025-09-08 18:08:17 +01:00
Jim Shield
833bc675ce Tidy up currentInvWeight and add function info 2025-09-06 22:58:58 +01:00
Jim Shield
ac9a7df57b Fix stopTempCam() wrapper function 2025-09-06 22:32:02 +01:00
Jim Shield
657bc3935c Add cooldown for onPlayerLoaded()
Add a cooldown to workaround certain multicharacter scripts triggering events like `QBCore:Client:OnPlayerLoaded` more than once and duplicating targets when a player connected
2025-09-06 14:54:36 +01:00
Jim Shield
10085a3c23 Update fx and warn users about possible errors 2025-09-06 14:08:33 +01:00
Jim Shield
0d3888565c Move getCurrentInvWeight to func table
Moves the getCurrentInvWeight functions to each inventory section of the func table to keep that organised
2025-09-06 12:36:08 +01:00
Jim Shield
8533bbff90 add early end to vehicle ownership check 2025-09-06 12:32:39 +01:00
Jim Shield
42630cc3c4 More enhancements to cameras.lua
Tidy up `createTempCam()`
Add `loadLocation()` and `clearLoadLocation()` functions
Add `renderTime` variable for `stopTempCam()`

Add wrapper functions for each one (for my own sanity):
`createCam()` = `createTempCam()`
`startCam()` = `startTempCam()`
`stopTempCam()` = `stopTempCam()`
2025-09-06 12:22:27 +01:00
Jim Shield
188fb81bdc Merge branch 'main' of https://github.com/jimathy/jim_bridge 2025-09-06 12:03:00 +01:00
Jim Shield
cbc3a52643 Remove references to qs scripts 2025-09-06 12:02:55 +01:00
Jim Shield
bda18260b3 Merge pull request #57 from oosayeroo/main 2025-09-06 11:57:48 +01:00
oosayeroo
32dd938eef Update cameras.lua 2025-09-05 23:38:37 +01:00
Jim Shield
2826bc95c7 Enhance built in camera function file
- Allows filters to be applied to custom cameras when running `startTempCam()`
- Automatically interpolates between cameras created in the same script
- Toggle to attempt to render the location if camera is far away from the ped
- Clears all created cameras when `stopTempCam()` is run
2025-09-05 16:34:45 +01:00
Jim Shield
b35817740b add return when using jim-shops through jim_bridge 2025-09-05 14:53:18 +01:00
Jim Shield
fffef0c228 Quick tidy and optimizations of a few functions 2025-09-05 14:37:39 +01:00
Jim Shield
0caeca4824 Merge branch 'main' of https://github.com/jimathy/jim_bridge 2025-09-04 17:40:35 +01:00
Jim Shield
b5536dbb6b Merge pull request #56 from oosayeroo/main 2025-09-04 17:31:01 +01:00
Jim Shield
26f8140ee8 Merge pull request #55 from desypher/patch-1 2025-09-04 17:30:01 +01:00
oosayeroo
6e4d9bc1d7 Update vehicles.lua 2025-09-04 17:22:36 +01:00
Jim Shield
610f492762 Update itemcontrol.lua 2025-09-04 17:01:30 +01:00
oosayeroo
f88cdb4f9d Merge branch 'main' of https://github.com/oosayeroo/jim_bridge 2025-09-03 11:18:57 +01:00
desypher
463358b53a Changed name to phone on roadphone functions 2025-09-02 14:43:39 +02:00
desypher
3b038fb700 Changed name to phone in phoneFunc array 2025-09-02 14:38:17 +02:00
Jim Shield
8efec21408 Create release.yml
Automate release zips and make them generate the folder name correctly

This helps users download a correctly named script so they dont end up with a script with a version number in the title
2025-09-01 10:25:11 +01:00
Jim Shield
39691a2254 enhance built in ui target code
Now properly tracks scripts that added a new target, if that is restarted it created ones properly

If an overriding target is sent, use that and remove old one
2025-08-30 13:19:01 +01:00
Jim Shield
2924c611f7 Optimize built in progressbar math
Instead of rendering segments and trying to work out how much they should fill, add simple lines to segment it instead, this should make it run a bit smoother as there is way less going on
2025-08-30 12:50:10 +01:00
Jim Shield
be5449b100 Add promise:new() for qb/esx progressbars
This stops them instantly returning `false` and actually waits for the results

This fixes issues with players being unable to complete tasks determined by progressbars eg. installing items on a vehicle and it fails instantly
2025-08-30 12:15:09 +01:00
Jim Shield
1e5d4800fc debug print progressbar results 2025-08-29 20:39:30 +01:00
Jim Shield
cb49fa6949 Update fxmanifest.lua 2025-08-27 19:57:56 +01:00
Jim Shield
315634c173 add supress_updates variable to config
This new `fxmanifest.lua` variable (when true) will stop checking for script updates

People REALLY dont like being told when somethings fixed.

This will stop the update notifications for both `jim_bridge` and the script that loads it.
2025-08-27 19:40:11 +01:00
Jim Shield
eafa881cf8 Adjust frameworkCache.lua to be table based
Reworked `frameworkCache.lua` to the new layout

Fix possibility of invisible props/ peds/vehicles on spawn

Start adding very basic and unfinished support for RedM VorpCore
2025-08-26 13:24:36 +01:00
Jim Shield
a851f8823c Fix sell shops showing nil for items 2025-08-25 16:34:37 +01:00
Jim Shield
354002312e Make use of getItemLabel() in jim_bridge more 2025-08-23 23:36:42 +01:00
Jim Shield
392e0601a8 Update wrapperfunctions.lua
This simply adds names for each "option" it receives, just to make it easier to work with.
2025-08-23 23:36:13 +01:00
Jim Shield
035ef26486 Update contextMenus.lua to use new format 2025-08-23 23:34:15 +01:00
Jim Shield
db9e7fea0a fix stashName variable for stashRemoveItem() 2025-08-22 21:18:51 +01:00
oosayeroo
7077b7d831 Merge branch 'jimathy:main' into main 2025-08-22 10:43:04 +01:00
Jim Shield
bd94b14dad Start working on coordinate based exploit checks
These currently work as intended, but can't put in place yet because my scripts don't fully support it yet. But the base is there for it

Also slip in `bannedItems` table so players can't the abuse sell items function to spawn cash
2025-08-17 02:20:13 +01:00
Jim Shield
8b0e4d803f Fix typos breaking fundPlayer function 2025-08-17 02:10:38 +01:00
Jim Shield
5f81bfa899 Add distExploitCheck function (will be used soon)
I'm adding distance based exploit protection to stashes, shops and selling shops to help fight exploiters

Soon all these created through jim_bridge will refuse opening if its not "registered" correctly

Basically, all my scripts will get updates to support this
2025-08-17 02:10:21 +01:00
Jim Shield
85626d3356 Fix qbx getplayer call 2025-08-15 18:35:21 +01:00
Jim Shield
ceeb9021d9 Raise version check messages to hourly 2025-08-15 17:26:18 +01:00
Jim Shield
09887f3a9d Create compatibility tables for playerFunctions.lua 2025-08-14 21:08:32 +01:00
Jim Shield
26c341c6ec Create bossmenu compatibility table 2025-08-14 20:20:42 +01:00
Jim Shield
bfca698457 More + optimization 2025-08-14 20:08:09 +01:00
oosayeroo
c13d39ca05 Commit[wrapperfunctions.lua]: Fix oxlib command argument
line 27 - changd the function option in oxlib from options[4] to options[3]
2025-08-14 16:33:02 +01:00
Jim Shield
0bcf1b7ed4 Prefer export checks over QBInvNew
Small changes for JPRInv too
2025-08-14 13:34:55 +01:00
Jim Shield
d7622f5143 fix canCarry and add hasItem functions 2025-08-14 13:07:15 +01:00
Jim Shield
d1d992f807 Fix destroy poly function trying to do all options 2025-08-13 22:40:54 +01:00
Jim Shield
16f77f442c Follow same format for targets.lua
God I hope this works as intended
2025-08-13 19:12:56 +01:00
Jim Shield
3b959b8567 Follow same format for societybank.lua
Hopefully becomes easier for devs to add their banking functions to this
2025-08-13 18:41:07 +01:00
Jim Shield
345a81aaf7 Follow same format for polyZone.lua
Just better handling of polyZone scripts with less if statements
2025-08-13 18:27:07 +01:00
Jim Shield
06ef5cb53b Tidy up of helpers, and use joaat() instead 2025-08-13 18:13:58 +01:00
Jim Shield
748e5e2201 Follow same format for notify.lua and drawText.lua
place functions into a table to better handle compatibility of each scripts function
2025-08-13 18:13:08 +01:00
Jim Shield
981563df6a Compile inventory functions into one file
This removes redundant inventory files and compiles all of the functions into one

This allows easier editing and control per inventory and hopefully better optimization, readability and easier addition of support for new inventories
2025-08-13 18:11:39 +01:00
Jim Shield
b4df8deac6 Fix vehicles spawning invisible if not fading in 2025-08-13 02:40:11 +01:00
Jim Shield
e3da31970e lower oxlibs min default polyzone to -20 2025-08-10 01:18:25 +01:00
Jim Shield
6fb06da0e4 Update playerfunctions.lua 2025-08-10 01:18:01 +01:00
Jim Shield
945cd52787 Add support for tgainninv's new item cache 2025-08-10 01:17:14 +01:00
Jim Shield
a880c2dadb Change qb-inv item removal to do in one go 2025-08-05 12:44:21 +01:00
Jim Shield
76855d3246 Add cleanup of targets when switching players 2025-08-05 12:40:36 +01:00
Jim Shield
d6c4619717 Enhance Distance based props and cleanup 2025-08-05 12:38:39 +01:00
Jim Shield
f799e6b2d6 move delete ped loop out of another loop 2025-08-05 12:37:28 +01:00
Jim Shield
2acd506504 Improve cleanup of distance based peds
When changing character, this *should* remove the zone to allow the script to make a new one when switching
2025-08-05 12:34:25 +01:00
Jim Shield
6cfb776eb4 Add function to makeDistPed that runs after creation
Kept forgetting to do this

When using `makeDistPed()` (making a npc that only appears when nearby) you can now send a function to apply custom modifiers to it after the npc is created

eg.
```lua
makeDistPed(v.model[i], b, true, false, v.scenario, nil, nil, function(ped)
	if v["killable"] then
		SetEntityInvincible(ped, false)
		SetBlockingOfNonTemporaryEvents(ped, false)
		FreezeEntityPosition(ped, false)
	end
end)
```
2025-07-29 12:25:31 +01:00
Jim Shield
f09e34b1b5 Version Bump
`2.0.21` - `2.0.22``

- Support for qs-interface
- Fix polyzone minZ + maxZ handling
- Fix ox_target zone location to match qb-target
- Fix "Waiting for script start" loop bug
- Add condition for fading in entities
- Fix typo breaking scripts on gta skillbar fail
- Fix typo for gksphone invoice event
- Fix latio_ui TextUI placement
- Remove registerShop debug message
- Fix typo in print when removing codem stash item
- Fix function typo from origen inv documenation
2025-07-27 20:00:42 +01:00
Jim Shield
1146639d6f Update notify-discord.yml 2025-07-27 18:50:08 +01:00
Jim Shield
a9ac2e8897 Fix typo for orgien_inv getInventory 2025-07-24 21:49:37 +01:00
Jim Shield
1a1960f5a8 Fix entity blips looking for wrong preview script 2025-07-24 21:48:39 +01:00
Jim Shield
996b135973 Improve ox_target zone creation locations 2025-07-24 19:53:30 +01:00
Jim Shield
9337238832 fix typo in debugprint for codem stash staving 2025-07-23 19:53:07 +01:00
Jim Shield
ee049a953c Make ox_lib polyzone conversion code more accurate 2025-07-23 16:46:10 +01:00
Jim Shield
adfe3e8e08 Remove registerShop debug message
People keep thinking this is a massive error, its literally just stating that there isn't a script found to register a shop. not all inventories have these
2025-07-22 16:00:27 +01:00
Jim Shield
71c9c99db7 fix location typo for lation_ui drawtext 2025-07-22 13:04:46 +01:00
Jim Shield
dd66083f45 fix typo for gks sendPhoneInvoice function
when creating a `phone invoice` the function was checking if `gks-phone` was started, but I believe the script folder name is default `gksphone`
2025-07-22 11:44:32 +01:00
Jim Shield
9ddd6422bd fix typo breaking gta skillcheck if failed 2025-07-22 01:25:14 +01:00
Jim Shield
7d24c274cd Fix ox_lib polyzone maxZ and minZ math 2025-07-20 23:20:43 +01:00
Jim Shield
3911824fc6 Add resourceName sendback for onResource functions 2025-07-17 12:47:36 +01:00
Jim Shield
9729d2fef1 Add condition for stopping entity fade in 2025-07-17 12:40:43 +01:00
Jim Shield
3cb4005889 Merge pull request #51 from oosayeroo/main 2025-07-17 12:39:48 +01:00
Jim Shield
bf759ebaf8 Fix inventory config check to check "starting" scripts 2025-07-17 12:38:31 +01:00
Jim Shield
3d0eb3df65 fix PolyZone support for minZ maxZ 2025-07-17 12:37:41 +01:00
oosayeroo
fe09d0f773 qs notify + progressbar + makeVeh edit 2025-07-16 08:18:55 +01:00
Jim Shield
880d2b0233 Version Bump
`2.0.20` - `2.0.21`
2025-07-14 11:29:29 +01:00
Jim Shield
5865d2eeb2 increase authToken timeout from 5 sec to 1 min 2025-07-13 17:41:06 +01:00
Jim Shield
528735abd1 fix anim flag on lation_ui progressbars 2025-07-12 22:24:28 +01:00
Jim Shield
d4df995c71 fix lation_ui progressbars returning true when cancelled 2025-07-12 13:05:10 +01:00
Jim Shield
3b13fa663e Merge pull request #49 from derTweaky/patch-1 2025-07-12 11:31:16 +01:00
derTweaky
e973c64ffd Update makePed.lua
Typo fix
2025-07-12 12:27:31 +02:00
Jim Shield
6ecf10c084 fix inventory config loading if vector4 is present 2025-07-11 21:16:45 +01:00
Jim Shield
79e765fbb0 Stop crafting trying to check blank stash names
Skimmed through the stash checking and editing functions and added more "security" for handling nil or blank stash names
2025-07-11 13:33:44 +01:00
Jim Shield
d4a08d5e2b Rewrite waitForSharedLoad() to fix issues 2025-07-10 22:41:28 +01:00
Jim Shield
eeb3f40018 fix break when trying to fade ents too far away 2025-07-10 22:16:26 +01:00
Jim Shield
e6b4c1d13c Add fade in animations for entity spawning 2025-07-09 15:10:53 +01:00
Jim Shield
6ecbc3392a make breaktool() smarter and add useToolDegrade() 2025-07-09 15:09:41 +01:00
Jim Shield
7f10c394de make cache timeout optional 2025-07-09 15:09:14 +01:00
Jim Shield
fae099fd93 fix progressbar looking for missing function 2025-07-08 11:20:52 +01:00
Jim Shield
64d43b54e9 fix getPlayer() checking users not logged in yet 2025-07-08 00:48:39 +01:00
Jim Shield
d4abdbc93f fix typo stopping mysql cache loading on esx 2025-07-07 17:56:23 +01:00
Jim Shield
b595453efe Rename metahandler functions
Realised I named the player and item metadata functions too closely and made it confusing, this separates them better
2025-07-07 17:47:04 +01:00
Jim Shield
d255034c02 Increase timer again on cache timeout
Also moved around the cache timers to be a bit more accurate (timers start when the cache creation is triggered)
2025-07-07 02:11:36 +01:00
Jim Shield
d6fd2cc28c Fix toggleDuty() for ESX 2025-07-07 00:09:34 +01:00
Jim Shield
7c47de5dc0 Version Bump
`2.0.19` - `2.0.20`
2025-07-06 19:16:01 +01:00
Jim Shield
c1ab2b3505 Support only one progressBar when crafting 2025-07-06 19:13:10 +01:00
Jim Shield
1665ab41de fix multicraft menu for lation_ui 2025-07-06 19:01:10 +01:00
Jim Shield
6d397b59bf fix onExit support for lation_ui 2025-07-05 20:52:08 +01:00
Jim Shield
9dfbcbe878 fix typo breaking tgiann CanCarryItem export check 2025-07-05 13:24:19 +01:00
Jim Shield
ca0970b650 Add fallback config support for QBInv inventory
Enhanced the inventory config loader to support both old and new config file structures for QBInv by introducing a fallback mechanism. The loader now attempts multiple config paths to improve compatibility with different versions.
2025-07-05 11:11:51 +01:00
Jim Shield
02218a4902 enhance dosItemExist() and add getItemLabel() 2025-07-05 00:33:26 +01:00
Jim Shield
a900044306 Fix hang when using jpr-inventory
The script was randomly looping the config file check, if it hit qb-inventory first it would end the check and break the script, changed it to skip instead and fixed it
2025-07-04 23:44:37 +01:00
Jim Shield
7382a534a0 I THINK jim_bridge now fully supports lation_ui 2025-07-04 18:56:19 +01:00
Jim Shield
3b76b15bb4 Add starting support for lation_ui
Added support for:
- Menus
- Draw Text
- Notifications
- Skillchecks
- ProgressBar

TODO:
- Input dialogs
2025-07-04 15:20:02 +01:00
Jim Shield
f2eda0fef6 Add indicator of ingredient items check location 2025-07-04 15:17:56 +01:00
Jim Shield
61c1cce814 Increase cache export timeout to 2 minutes 2025-07-04 15:16:53 +01:00
Jim Shield
0f1660e3ed remove debug print for ox_inv 2025-07-01 13:21:59 +01:00
Jim Shield
e5b55e49b7 Add missing functions for playing animations
Forgot to include animation functions for progressbar ui_module when porting it over
2025-07-01 13:07:36 +01:00
Jim Shield
1ff01526bc Add larger timeouts for caching 2025-06-30 23:19:23 +01:00
Jim Shield
1ed227080b Add missing "Open Wheel" to searchCar() function 2025-06-30 23:18:43 +01:00
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
52 changed files with 8267 additions and 4725 deletions

16
.gitattributes vendored Normal file
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@@ -0,0 +1,16 @@
# VCS / CI noise
/.gitattributes export-ignore
/.gitignore export-ignore
/.gitmodules export-ignore
/.github export-ignore
# Dev tooling/config
/.vscode export-ignore
*.code-workspace export-ignore
/.editorconfig export-ignore
/.eslintrc* export-ignore
/.prettier* export-ignore
# Omit release-only helpers
/server/restaurantchecker.lua export-ignore
/server/installitems.lua export-ignore

View File

@@ -1,17 +1,20 @@
name: Discord Commit Notifier
on:
push:
branches:
- '*' # triggers on all branches
branches: ['*']
jobs:
notify:
runs-on: ubuntu-latest
steps:
- name: Discord Commits
uses: Sniddl/discord-commits@v1.6
with:
webhook: ${{ secrets.DISCORD_WEBHOOK }}
template: "avatar-with-link"
include-extras: true
- name: Validate event JSON (sanity check)
run: jq -e . "$GITHUB_EVENT_PATH" >/dev/null
- name: Send commit payload to Discord Bot
env:
URL: http://${{ secrets.DISCORDBOT }}:3000/github-commits
shell: bash
run: |
curl -sS --fail-with-body -X POST "$URL" \
-H 'Content-Type: application/json' \
--data-binary "@$GITHUB_EVENT_PATH"

71
.github/workflows/notify-release.yml vendored Normal file
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@@ -0,0 +1,71 @@
name: Discord Release Notifier
on:
# Manual or UI-published releases
release:
types: [published]
# Releases created by your tag-driven workflow
workflow_run:
workflows: ["Package & Release"] # must match the 'name:' in release.yml
types: [completed]
permissions:
contents: read
jobs:
# 1) Handle manual / UI / non-workflow-created releases
notify-from-release:
if: github.event_name == 'release' && github.event.action == 'published'
runs-on: ubuntu-latest
steps:
- name: Send release payload to Discord Bot
env:
URL: http://${{ secrets.DISCORDBOT }}:3000/github-releases
run: |
curl -sS -X POST "$URL" \
-H 'Content-Type: application/json' \
--data-binary "@$GITHUB_EVENT_PATH"
# 2) Handle releases created by your 'Package & Release' workflow
# (which wont trigger `on: release` when using GITHUB_TOKEN)
notify-from-workflow-run:
if: >
github.event_name == 'workflow_run' &&
github.event.workflow_run.conclusion == 'success'
runs-on: ubuntu-latest
steps:
- name: Install jq
run: sudo apt-get update && sudo apt-get install -y jq
- name: Fetch release JSON by tag
env:
GH_TOKEN: ${{ secrets.GITHUB_TOKEN }}
run: |
set -euo pipefail
OWNER="${GITHUB_REPOSITORY%/*}"
REPO="${GITHUB_REPOSITORY#*/}"
TAG="${{ github.event.workflow_run.head_branch }}"
# head_branch is the tag name for a tag push workflow_run
curl -fsSL -H "Authorization: Bearer $GH_TOKEN" \
-H "Accept: application/vnd.github+json" \
"https://api.github.com/repos/$OWNER/$REPO/releases/tags/$TAG" \
> release.json
- name: Wrap as 'release' event payload & notify bot
env:
URL: http://${{ secrets.DISCORDBOT }}:3000/github-releases
run: |
set -euo pipefail
jq -n --slurpfile rel release.json \
--arg repo "$GITHUB_REPOSITORY" \
--arg repo_url "https://github.com/$GITHUB_REPOSITORY" \
--arg action "published" '
{ action: $action,
repository: { full_name: $repo, html_url: $repo_url },
release: $rel[0],
sender: { login: "github-actions[bot]" } }' > payload.json
curl -sS -X POST "$URL" \
-H 'Content-Type: application/json' \
--data-binary "@payload.json"

88
.github/workflows/release.yml vendored Normal file
View File

@@ -0,0 +1,88 @@
name: Package & Release
on:
push:
tags:
- "v*"
- "*.*.*"
permissions:
contents: write
jobs:
release:
runs-on: ubuntu-latest
steps:
- name: Checkout (full history)
uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Derive vars
id: vars
shell: bash
run: |
echo "name=${GITHUB_REPOSITORY##*/}" >> $GITHUB_OUTPUT # e.g. jim_bridge
echo "version=${GITHUB_REF_NAME#v}" >> $GITHUB_OUTPUT # strip leading v
- name: Build zip with folder prefix
shell: bash
run: |
NAME='${{ steps.vars.outputs.name }}'
VER='${{ steps.vars.outputs.version }}'
git archive --format=zip --prefix="${NAME}/" -o "${NAME}-${VER}.zip" "$GITHUB_REF_NAME"
ls -lh "${NAME}-${VER}.zip"
# --- Patch notes generation (commit titles + links) -------------------
- name: Find previous tag (SemVer aware)
id: prev
shell: bash
run: |
CUR="${GITHUB_REF_NAME}"
# Sort tags by version desc, drop the current, take the next newest
PREV=$(git tag --sort=-v:refname | grep -v -x "$CUR" | head -n 1 || true)
echo "prev=$PREV" >> $GITHUB_OUTPUT
echo "Previous tag: ${PREV:-<none>}"
- name: Generate RELEASE_NOTES.md from commits
shell: bash
run: |
REPO="${{ github.repository }}"
CUR="${GITHUB_REF_NAME}"
PREV='${{ steps.prev.outputs.prev }}'
if [ -n "$PREV" ]; then
RANGE="$PREV..$CUR"
HEADER="## Changes in $CUR"
else
# First release: include all commits
ROOT=$(git rev-list --max-parents=0 HEAD | tail -n 1)
RANGE="$ROOT..$CUR"
HEADER="## Changes"
fi
{
echo "$HEADER"
echo
# Oldest → newest, subject only, skip merge commits
# Escape '[' and ']' so markdown doesn't break on rare titles
git log --reverse --no-merges --pretty=format:'- ['%h'] - %s' "$RANGE" \
| perl -pe 's/([\[\]])/\\$1/g'
} > RELEASE_NOTES.md
echo "--- RELEASE_NOTES.md ---"
cat RELEASE_NOTES.md
echo "------------------------"
- name: Create / Update GitHub Release
uses: softprops/action-gh-release@v2
with:
tag_name: ${{ github.ref_name }}
name: ${{ github.ref_name }}
files: |
*.zip
body_path: RELEASE_NOTES.md # attach our generated notes
# If you wanted GitHub's auto notes instead, set:
# generate_release_notes: true
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}

View File

@@ -53,11 +53,11 @@ setr jim_DisableDebug true
setr jim_DisableEventDebug true
# Force the default setting for what framework scripts should be used
setr jim_menuScript qb # qb, ox, gta, jim
setr jim_notifyScript gta # qb, ox, gta, esx, okok, red
setr jim_drawTextScript qb # qb, ox, gta, esx
setr jim_progressBarScript qb # qb, ox, gta, esx
setr jim_skillCheckScript qb # qb, ox, gta
setr jim_menuScript qb # qb, ox, gta, lation
setr jim_notifyScript gta # qb, ox, gta, esx, okok, red, lation
setr jim_drawTextScript qb # qb, ox, gta, esx, lation
setr jim_progressBarScript qb # qb, ox, gta, esx, lation
setr jim_skillCheckScript qb # qb, ox, gta, lation
setr jim_dontUseTarget false # Set to true to disable target systems and use draw text 3d
```

View File

@@ -1,67 +1,78 @@
local function parseVersion(version)
local parts = {}
for num in version:gmatch("%d+") do
table.insert(parts, tonumber(num))
end
return parts
local function readBoolMeta(key, default)
local val = GetResourceMetadata(GetCurrentResourceName(), key, 0)
if not val then return default end
val = tostring(val):lower()
return (val == 'true' or val == '1' or val == 'yes' or val == 'on')
end
local function compareVersions(current, newest)
local currentParts = parseVersion(current)
local newestParts = parseVersion(newest)
for i = 1, math.max(#currentParts, #newestParts) do
local c = currentParts[i] or 0
local n = newestParts[i] or 0
if c < n then return -1
elseif c > n then return 1 end
local SUPPRESS_UPDATES = readBoolMeta('suppress_updates', false)
if not SUPPRESS_UPDATES then
local function parseVersion(version)
local parts = {}
for num in version:gmatch("%d+") do
table.insert(parts, tonumber(num))
end
return parts
end
return 0 -- equal
end
function CheckBridgeVersion()
if IsDuplicityVersion() then
CreateThread(function()
Wait(4000)
local currentVersionRaw = GetResourceMetadata("jim_bridge", 'version')
--PerformHttpRequest('https://raw.githubusercontent.com/jimathy/UpdateVersions/master/test.txt', function(err, body, headers)
PerformHttpRequest('https://raw.githubusercontent.com/jimathy/jim_bridge/master/version.txt', function(err, body, headers)
if not body then
print("^1Unable to run version check for ^7'^3jim_bridge^7' (^3"..currentVersionRaw.."^7)")
return
end
local function compareVersions(current, newest)
local currentParts = parseVersion(current)
local newestParts = parseVersion(newest)
for i = 1, math.max(#currentParts, #newestParts) do
local c = currentParts[i] or 0
local n = newestParts[i] or 0
if c < n then return -1
elseif c > n then return 1 end
end
return 0 -- equal
end
local lines = {}
for line in body:gmatch("[^\r\n]+") do
table.insert(lines, line)
end
local newestVersionRaw = lines[1] or "0.0.0"
local changelog = {}
for i = 2, #lines do
table.insert(changelog, lines[i])
end
local compareResult = compareVersions(currentVersionRaw, newestVersionRaw)
if compareResult == 0 then
print("^7'^3jim_bridge^7' - ^2You are running the latest version^7. ^7(^3"..currentVersionRaw.."^7)")
elseif compareResult < 0 then
print("^1----------------------------------------------------------------------^7")
print("^7'^3jim_bridge^7' - ^1You are running an outdated version^7! ^7(^3"..currentVersionRaw.."^7 → ^3"..newestVersionRaw.."^7)")
for _, line in ipairs(changelog) do
print((line:find("http") and "^7" or "^5")..line)
function CheckBridgeVersion()
if IsDuplicityVersion() then
CreateThread(function()
Wait(4000)
local currentVersionRaw = GetResourceMetadata("jim_bridge", 'version')
--PerformHttpRequest('https://raw.githubusercontent.com/jimathy/UpdateVersions/master/test.txt', function(err, body, headers)
PerformHttpRequest('https://raw.githubusercontent.com/jimathy/jim_bridge/master/version.txt', function(err, body, headers)
if not body then
print("^1Unable to run version check for ^7'^3jim_bridge^7' (^3"..currentVersionRaw.."^7)")
return
end
print("^1----------------------------------------------------------------------^7")
SetTimeout(1200000, function()
CheckBridgeVersion()
end)
else
print("^7'^3jim_bridge^7' - ^5You are running a newer version ^7(^3"..currentVersionRaw.."^7 ← ^3"..newestVersionRaw.."^7)")
end
local lines = {}
for line in body:gmatch("[^\r\n]+") do
table.insert(lines, line)
end
local newestVersionRaw = lines[1] or "0.0.0"
local changelog = {}
for i = 2, #lines do
table.insert(changelog, lines[i])
end
local compareResult = compareVersions(currentVersionRaw, newestVersionRaw)
if compareResult == 0 then
print("^7'^3jim_bridge^7' - ^2You are running the latest version^7. ^7(^3"..currentVersionRaw.."^7)")
elseif compareResult < 0 then
print("^1----------------------------------------------------------------------^7")
print("^7'^3jim_bridge^7' - ^1You are running an outdated version^7! ^7(^3"..currentVersionRaw.."^7 → ^3"..newestVersionRaw.."^7)")
for _, line in ipairs(changelog) do
print((line:find("http") and "^7" or "^5")..line)
end
print("^1----------------------------------------------------------------------^7")
SetTimeout(3600000, function()
CheckBridgeVersion()
end)
else
print("^7'^3jim_bridge^7' - ^5You are running a newer version ^7(^3"..currentVersionRaw.."^7 ← ^3"..newestVersionRaw.."^7) (^1Expect Errors^7)")
end
end)
end)
end)
end
end
end
CheckBridgeVersion()
CheckBridgeVersion()
end

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

@@ -21,12 +21,12 @@ This module provides access and control over player metadata, which is useful fo
print("Player stress level:", stress)
```
- **SetMetadata(player, key, value)**
- **setPlayerMetadata(player, key, value)**
⚠️ Server side only
- Updates or assigns a value to a specific metadata key for a player.
- The function updates the player's metadata using the active core export.
- **Example:**
```lua
SetMetadata(player, "stress", 0)
setPlayerMetadata(player, "stress", 0)
```

View File

@@ -1,6 +1,6 @@
### wrapperfunctions.lua
Provides wrapper compatibility functions for command and inventory stash systems across different frameworks (OX, QB, ESX, QS, etc).
Provides wrapper compatibility functions for command and inventory stash systems across different frameworks (OX, QB, ESX, etc).
- **registerCommand(command, options)**
@@ -23,7 +23,7 @@ Provides wrapper compatibility functions for command and inventory stash systems
- **registerStash(name, label, slots?, weight?, owner?, coords?)**
⚠️ Server Side Only
- Registers a stash using OX, QS, or Origen inventory systems.
- Registers a stash using OX, or Origen inventory systems.
- **Example:**
```lua
registerStash(

View File

@@ -15,7 +15,6 @@ local Exports = {
OXInv = "ox_inventory",
QBInv = "qb-inventory",
PSInv = "ps-inventory",
QSInv = "qs-inventory",
CoreInv = "core_inventory",
CodeMInv = "codem-inventory",
OrigenInv = "origen_inventory",
@@ -31,38 +30,84 @@ local Exports = {
-- REDM
RSGExport = "rsg-core",
RSGInv = "rsg-inventory"
RSGInv = "rsg-inventory",
VorpExport = "vorp_core",
VorpInv = "vorp_inventory",
VorpMenu = "vorp_menu",
}
-- Prevent reloading if cache is already initialized
if _G.__jimBridgeDataCache then return end
_G.__jimBridgeDataCache = {}
local cache = _G.__jimBridgeDataCache
local cache = { Items = {}, Vehicles = {}, Jobs = {}, Gangs = {}, }
local cacheReady = false
-- Helper function to check if resource exists in server (instead of if it is already started)
local function checkExists(resourceName)
return GetResourceState(resourceName):find("start") or GetResourceState(resourceName):find("stopped")
-- Timer info, for debugging more then anything
local timers = {}
local function startTimer(label)
timers[label] = GetGameTimer()
end
-- Ensure oxmysql resource is loaded
local fileLoader = assert(load(LoadResourceFile("oxmysql", ('lib/MySQL.lua')), ('@@oxmysql/lib/MySQL.lua')))
fileLoader()
local function endTimer(label)
timers[label] = GetGameTimer() - (timers[label] or GetGameTimer())
timers[label] = "("..(timers[label] / 1000).."s)"
end
startTimer("Cache") startTimer("Items") startTimer("Vehicles") startTimer("Jobs") startTimer("InvWeight") startTimer("InvSlots")
-- Helper functions --
local function checkExists(resourceName)
local state = GetResourceState(resourceName)
return state and (state:find("start") or state:find("stopped"))
end
local function waitStarted(resourceName)
while GetResourceState(resourceName) ~= "started" do Wait(100) end
end
local function waitStartedOrStopped(resourceName)
local state = GetResourceState(resourceName)
while state ~= "started" and state ~= "stopped" do
Wait(100)
state = GetResourceState(resourceName)
end
end
local function dupLowercaseWeapons(items)
for k, v in pairs(items or {}) do
if type(k) == "string" then
if k:find("WEAPON") then
items[k:lower()] = v
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
end
-- Forceload libs --
-- Ensure oxmysql resource is loaded for jim_bridge internally
-- For some core's it needs to get data from the database
if checkExists(Exports.OXCoreExport) or checkExists(Exports.ESXExport) or checkExists(Exports.VorpExport) then
local fileLoader = assert(load(LoadResourceFile("oxmysql", ('lib/MySQL.lua')), ('@@oxmysql/lib/MySQL.lua')))
fileLoader()
end
if checkExists(Exports.OXCoreExport) then
-- Detected OX_Core in server, wait for it to be started if needed
while GetResourceState(Exports.OXCoreExport) ~= "started" do Wait(100) end
waitStartedOrStopped(Exports.OXCoreExport)
local fileLoader = assert(load(LoadResourceFile(Exports.OXCoreExport, ('lib/init.lua')), ('@@'..Exports.OXCoreExport..'/lib/init.lua')))
fileLoader()
end
if checkExists(Exports.ESXExport) then
-- Detected ESX in server, wait for it to be started if needed
while GetResourceState(Exports.ESXExport) ~= "started" do Wait(100) end
waitStarted(Exports.ESXExport)
local fileLoader = assert(load(LoadResourceFile(Exports.ESXExport, ('/imports.lua')), ('@@'..Exports.ESXExport..'/imports.lua')))
fileLoader()
end
-- Initialize variables for caching
local Items, Vehicles, Jobs, Gangs, Core = {}, {}, {}, {}, nil
local itemResource, jobResource, vehResource = "N/A", "N/A", "N/A"
-- Print just to announce it knows the exports/scripts exist in the server
@@ -75,257 +120,437 @@ end
---------------------
---- Load Items -----
---------------------
-- Items initialization based on detected inventory system
if checkExists(Exports.OXInv) then
-- Wait for OX Inventory to start if it's not already started
while GetResourceState(Exports.OXInv) ~= "started" do Wait(100) end
itemResource = Exports.OXInv
local success, result = pcall(function()
return exports[Exports.OXInv]:Items()
end)
if success and result then
Items = result
end
if Items == nil or not next(Items) then
print("^1--------------------------------------------^7")
print("^1ERROR^7: ^1Can NOT find "..Exports.OXInv.." ^7Items ^1list^7, ^1possible error in that file^7?")
print("^1--------------------------------------------^7")
Items = {} -- Fallback to an empty table
end
-- Get Weapon info and duplicate them if they are uppercase
-- (duplicate incase anything checks for the uppercase version)
for k, v in pairs(Items) do
if type(k) == "string" then
if k:find("WEAPON") then
Items[k:lower()] = Items[k]
local itemFunc = {
{ script = Exports.OXInv,
cacheItem = function()
local success, result = pcall(function()
return exports[Exports.OXInv]:Items()
end)
if success and result then
cache.Items = result
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,
},
{ script = Exports.TgiannInv,
cacheItem = function()
local success, result = pcall(function()
return exports[Exports.TgiannInv]:Items()
end)
if success and result then
cache.Items = result
end
end,
},
{ script = Exports.QBXExport,
cacheItem = function()
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.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
end,
},
{ script = Exports.QBExport,
cacheItem = function()
cache.Items = exports[Exports.QBExport]:GetCoreObject().Shared.Items
end,
},
{ script = Exports.ESXExport,
cacheItem = function()
cache.Items = ESX.GetItems()
while not next(cache.Items) do
cache.Items = ESX.GetItems()
Wait(1000)
end
end,
},
{ script = Exports.RSGExport,
cacheItem = function()
cache.Items = exports[Exports.RSGExport]:GetCoreObject().Shared.Items
end,
},
{ script = Exports.VorpInv,
cacheItem = function()
local dbItems = MySQL.query.await('SELECT * FROM `items`')
local tempItems = {}
for i = 1, #dbItems do
local v = dbItems[i]
tempItems[v.item] = {
name = v.item,
label = v.label,
weight = v.weight,
info = v.metadata,
usable = v.usable,
type = v.type,
description = v.desc,
}
end
cache.Items = tempItems
end,
},
}
for i = 1, #itemFunc do
local data = itemFunc[i]
if checkExists(data.script) then
waitStarted(data.script) -- Wait for detected script to start fully
data.cacheItem() -- run tablized function for core/inv
dupLowercaseWeapons(cache.Items) -- make usable weapon item names for jim_bridge
itemResource = data.script -- Grab script name to announce later
endTimer("Items") -- end timer
break -- break loop so it doesn't keep checking
end
elseif checkExists(Exports.QBExport) then
while GetResourceState(Exports.QBExport) ~= "started" do Wait(100) end
itemResource = Exports.QBExport
Core = exports[Exports.QBExport]:GetCoreObject()
Items = Core.Shared.Items
if Items == nil or not next(Items) then
print("^1--------------------------------------------^7")
print("^1ERROR^7: ^1Can NOT find "..Exports.QBExport.." ^7Items ^1list^7, ^1possible error in that file^7?")
print("^1--------------------------------------------^7")
Items = {} -- Fallback to an empty table
end
elseif checkExists(Exports.ESXExport) then
itemResource = Exports.ESXExport
if GetResourceState(Exports.QSInv):find("start") then
Items = exports[Exports.QSInv]:GetItemList()
else
Items = ESX.GetItems()
while not next(Items) do
Items = ESX.GetItems()
Wait(1000)
end
end
elseif checkExists(Exports.RSGExport) then
while GetResourceState(Exports.RSGExport) ~= "started" do Wait(100) end
itemResource = Exports.RSGExport
Core = exports[Exports.RSGExport]:GetCoreObject()
Items = Core.Shared.Items
if Items == nil or not next(Items) then
print("^1--------------------------------------------^7")
print("^1ERROR^7: ^1Can NOT find "..Exports.RSGExport.." ^7Items ^1list^7, ^1possible error in that file^7?")
print("^1--------------------------------------------^7")
Items = {} -- Fallback to an empty table
end
end
---------------------
--- Load Vehicles ---
---------------------
-- Vehicle loading depending on framework
if checkExists(Exports.QBXExport) or checkExists(Exports.QBExport) then
vehResource = Exports.QBExport
Core = Core or exports[Exports.QBExport]:GetCoreObject()
Vehicles = Core.Shared.Vehicles
if Vehicles == nil or not next(Vehicles) then
print("^1--------------------------------------------^7")
print("^1ERROR^7: ^1Can NOT find "..Exports.QBExport.." ^7Vehicles ^1list^7, ^1possible error in that file^7?")
print("^1--------------------------------------------^7")
Vehicles = {} -- Fallback to an empty table
end
---
local vehicleFunc = {
elseif checkExists(Exports.OXCoreExport) then
vehResource = Exports.OXCoreExport
Vehicles = {}
for k, v in pairs(Ox.GetVehicleData()) do
Vehicles[k] = {
model = k, hash = GetHashKey(k),
price = v.price,
name = v.name,
brand = v.make
}
end
{ script = Exports.QBXExport,
cacheVehicle = function()
cache.Vehicles = exports[Exports.QBExport]:GetCoreObject().Shared.Vehicles
end,
},
{ script = Exports.QBExport,
cacheVehicle = function()
cache.Vehicles = exports[Exports.QBExport]:GetCoreObject().Shared.Vehicles
end,
},
{ script = Exports.OXCoreExport,
cacheVehicle = function()
cache.Vehicles = {}
for k, v in pairs(Ox.GetVehicleData()) do
cache.Vehicles[k] = {
model = k, hash = joaat(k),
price = v.price,
name = v.name,
brand = v.make
}
end
end,
},
{ script = Exports.ESXExport,
cacheVehicle = function()
while not MySQL do Wait(100) end
for _, v in pairs(MySQL.query.await('SELECT model, price, name FROM vehicles')) do
cache.Vehicles[v.model] = {
model = v.model,
hash = joaat(v.model),
price = v.price,
name = v.name,
}
end
end,
},
{ script = Exports.RSGExport,
cacheVehicle = function()
cache.Vehicles = exports[Exports.RSGExport]:GetCoreObject().Shared.Vehicles
end,
},
{ script = Exports.VorpExport,
cacheVehicle = function()
cache.Vehicles = { ["unkown"] = {} }
end,
},
}
elseif checkExists(Exports.ESXExport) then
vehResource = Exports.ESXExport
while not MySQL do Wait(1000) end
Vehicles = {}
for _, v in pairs(MySQL.query.await('SELECT model, price, name FROM vehicles')) do
Vehicles[v.model] = {
model = v.model,
hash = GetHashKey(v.model),
price = v.price,
name = v.name,
}
for i = 1, #vehicleFunc do
local data = vehicleFunc[i]
if checkExists(data.script) then
waitStarted(data.script) -- Wait for detected script to start fully
data.cacheVehicle() -- run tablized function for core
vehResource = data.script -- Grab script name to announce later
endTimer("Vehicles") -- end timer
break -- break loop so it doesn't keep checking
end
elseif checkExists(Exports.RSGExport) then
vehResource = Exports.RSGExport
Core = Core or exports[Exports.RSGExport]:GetCoreObject()
Vehicles = Core.Shared.Vehicles
if Vehicles == nil or not next(Vehicles) then
print("^1--------------------------------------------^7")
print("^1ERROR^7: ^1Can NOT find shared ^7Vehicles ^1table^7, ^1possible error in that file^7?")
print("^1--------------------------------------------^7")
Vehicles = {} -- Fallback to an empty table
end
end
---------------------
----- Load Jobs -----
---------------------
-- Jobs loading based on framework
if checkExists(Exports.QBXExport) then
jobResource = Exports.QBXExport
Core = Core or exports[Exports.QBXExport]:GetCoreObject()
Jobs, Gangs = exports[Exports.QBXExport]:GetJobs(), exports[Exports.QBXExport]:GetGangs()
if Jobs == nil or not next(Jobs) then
print("^1--------------------------------------------^7")
print("^1ERROR^7: ^1Can NOT find shared ^7Jobs ^1table^7, ^1possible error in that file^7?")
print("^1--------------------------------------------^7")
Jobs = {} -- Fallback to an empty table
end
elseif checkExists(Exports.OXCoreExport) then
jobResource = Exports.OXCoreExport
Jobs = {}
while not MySQL do Wait(1000) end
local tempJobs = MySQL.query.await('SELECT * FROM `ox_groups`')
local tempGrades = MySQL.query.await('SELECT * FROM `ox_group_grades`')
local gradeMap = {}
for _, grade in pairs(tempGrades) do
gradeMap[grade.group] = gradeMap[grade.group] or {}
gradeMap[grade.group][grade.grade] = { name = grade.label }
end
for _, job in pairs(tempJobs) do
Jobs[job.name] = {
label = job.label,
grades = gradeMap[job.name] or {}
}
end
Gangs = Jobs
local jobFunc = {
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
jobResource = Exports.ESXExport
ESX = exports[Exports.ESXExport]:getSharedObject()
Jobs = ESX.GetJobs()
while not next(Jobs) do
Wait(100)
Jobs = ESX.GetJobs()
end
for Role, Grades in pairs(Jobs) do
-- Check for if user has added grades
if Grades.grades == nil or not next(Grades.grades) then
goto continue
end
for grade, info in pairs(Grades.grades) do
if info.label and info.label:find("[Bb]oss") then
Jobs[Role].grades[grade].isBoss = true
goto continue
{ script = Exports.QBXExport,
cacheJob = function()
cache.Jobs, cache.Gangs = exports[Exports.QBXExport]:GetJobs(), exports[Exports.QBXExport]:GetGangs()
end,
},
{ script = Exports.QBExport,
cacheJob = function()
Core = exports[Exports.QBExport]:GetCoreObject()
cache.Jobs, cache.Gangs = Core.Shared.Jobs, Core.Shared.Gangs
end,
},
{ script = Exports.OXCoreExport,
cacheJob = function()
while not MySQL do Wait(100) end
local tempJobs = MySQL.query.await('SELECT * FROM `ox_groups`')
local tempGrades = MySQL.query.await('SELECT * FROM `ox_group_grades`')
local gradeMap = {}
for _, grade in pairs(tempGrades) do
gradeMap[grade.group] = gradeMap[grade.group] or {}
gradeMap[grade.group][grade.grade] = { name = grade.label }
end
end
local highestGrade = nil
for k in pairs(Grades.grades) do
local num = tonumber(k)
if num and (not highestGrade or num > highestGrade) then
highestGrade = num
for _, job in pairs(tempJobs) do
cache.Jobs[job.name] = {
label = job.label,
grades = gradeMap[job.name] or {}
}
end
end
cache.Gangs = cache.Jobs
end,
},
{ script = Exports.ESXExport,
cacheJob = function()
ESX = ESX or exports[Exports.ESXExport]:getSharedObject()
cache.Jobs = ESX.GetJobs()
while not next(cache.Jobs) do
Wait(100)
cache.Jobs = ESX.GetJobs()
end
for Role, Grades in pairs(cache.Jobs) do
-- Check for if user has added grades
if Grades.grades == nil or not next(Grades.grades) then
goto continue
end
for grade, info in pairs(Grades.grades) do
if info.label and info.label:find("[Bb]oss") then
cache.Jobs[Role].grades[grade].isBoss = true
goto continue
end
end
local highestGrade = nil
for k in pairs(Grades.grades) do
local num = tonumber(k)
if num and (not highestGrade or num > highestGrade) then
highestGrade = num
end
end
if highestGrade then
Jobs[Role].grades[tostring(highestGrade)].isBoss = true
end
::continue::
if highestGrade then
cache.Jobs[Role].grades[tostring(highestGrade)].isBoss = true
end
::continue::
end
cache.Gangs = cache.Jobs
end,
},
{ script = Exports.RSGExport,
cacheJob = function()
Core = exports[Exports.RSGExport]:GetCoreObject()
cache.Jobs, cache.Gangs = Core.Shared.Jobs, Core.Shared.Gangs
end,
},
{ script = Exports.VorpExport,
cacheJob = function()
cache.Jobs = { ["unkown"] = {} }
cache.Gangs = cache.Jobs
end,
},
}
for i = 1, #jobFunc do
local data = jobFunc[i]
if checkExists(data.script) then
waitStarted(data.script) -- Wait for detected script to start fully
data.cacheJob() -- run tablized function for core
jobResource = data.script -- Grab script name to announce later
endTimer("Jobs") -- end timer
break -- break loop so it doesn't keep checking
end
Gangs = Jobs
elseif checkExists(Exports.RSGExport) then
jobResource = Exports.RSGExport
Core = Core or exports[Exports.RSGExport]:GetCoreObject()
Jobs, Gangs = Core.Shared.Jobs, Core.Shared.Gangs
if Jobs == nil or not next(Jobs) then
print("^1--------------------------------------------^7")
print("^1ERROR^7: ^1Can NOT find shared ^7Jobs ^1table^7, ^1possible error in that file^7?")
print("^1--------------------------------------------^7")
Jobs = {} -- Fallback to an empty table
end
end
-- Save to global cache
cache.Items = Items
cache.Vehicles = Vehicles
cache.Jobs = Jobs
cache.Gangs = Gangs
-- Fallback if nil or empty
if cache.Items == nil or not next(cache.Items) then
print("^1--------------------------------------------^7")
print("^1ERROR^7: ^1Can NOT find "..itemResource.." ^7Items ^1list^7, ^1possible error in that file or is it empty^7?")
print("^1--------------------------------------------^7")
cache.Items = {} -- Fallback to an empty table
end
if cache.Vehicles == nil or not next(cache.Vehicles) then
print("^1--------------------------------------------^7")
print("^1ERROR^7: ^1Can NOT find "..vehResource.." ^7Vehicles ^1list^7, ^1possible error in that file or is it empty^7?")
print("^1--------------------------------------------^7")
cache.Vehicles = {} -- Fallback to an empty table
end
if cache.Jobs == nil or not next(cache.Jobs) then
print("^1--------------------------------------------^7")
print("^1ERROR^7: ^1Can NOT find "..jobResource.." ^7job ^1list^7, ^1possible error in that file or is it empty^7?")
print("^1--------------------------------------------^7")
cache.Jobs = {} -- Fallback to an empty table
end
-- Auto Detection of Inventory Weight -- **EXPERIMENTAL**
-- Forcefully load the the specified config file from inventory scripts
-- This allows to get information required for certain functions that need to detect how much space is left in a players inventory
-- This is born from too many tickets of me needing to explain that they need to change "InventoryWeight" to match their inv setting
local function getInventoryConfig(resource, data)
if data.convars then
return function(path)
local key = path[1]
local convar = key == "MaxWeight" and data.convars.weight or key == "MaxSlots" and data.convars.slots
return convar and GetConvarInt(convar.key, convar.default) or nil, "Unsupported convar path: " .. table.concat(path, ".")
end
end
local content = LoadResourceFile(resource, data.file)
if not content then return nil, "Failed to load file" end
local env = {
GetConvar = GetConvar,
vector3 = vector3,
vector4 = vector4,
Citizen = Citizen,
GetResourceState = GetResourceState,
exports = exports,
DependencyCheck = 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] = {
fallback = {
{ file = "config.lua", path = { "MaxInventoryWeight" }, slotPath = { "MaxInventorySlots" } }, -- old version
{ file = "config/config.lua", path = { "MaxWeight" }, slotPath = { "MaxSlots" } }, -- new version
}
},
[Exports.JPRInv] = { file = "configs/main_config.lua", path = { "MaxInventoryWeight" }, slotPath = { "MaxInventorySlots" } },
[Exports.PSInv] = { file = "config.lua", path = { "MaxInventoryWeight" }, slotPath = { "MaxInventorySlots" } },
[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 goto skip end
waitStartedOrStopped(script)
local attempts = data.fallback or { data }
local lookup, used, err
for _, option in ipairs(attempts) do
local try, e = getInventoryConfig(script, option)
if try then
lookup = try
used = option
break
end
err = e
end
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", used.path or { "MaxWeight" })
resolve("Slots", used.slotPath or { "MaxSlots" })
invResource = script:gsub("-", "^7-^4"):gsub("_", "^7_^4")
break
end
::skip::
end
endTimer("InvWeight")
endTimer("InvSlots")
CreateThread(function()
local counts = {
Items = 0,
Vehicles = 0,
Jobs = 0,
Gangs = 0,
Items = 0, Vehicles = 0, Jobs = 0, Gangs = 0,
}
for k, v in pairs(cache) do
for count in pairs(v) do
counts[k] += 1
end
if type(v) ~= "number" then for count in pairs(v) do counts[k] += 1 end end
end
print("^6FrameworkCache^7: ^2Loaded ^5"..tostring(counts.Items).."^2 Items from ^7"..itemResource)
print("^6FrameworkCache^7: ^2Loaded ^5"..tostring(counts.Vehicles).."^2 Vehicles from ^7"..vehResource)
print("^6FrameworkCache^7: ^2Loaded ^5"..tostring(counts.Jobs).."^2 Jobs from ^7"..jobResource)
print("^6FrameworkCache^7: ^2Loaded ^5"..tostring(counts.Gangs).."^2 Gangs from ^7"..jobResource)
if cache.InventoryWeight then
print("^6FrameWorkCache^7: ^4"..invResource.."^2 InventoryWeight^7: ^3"..cache.InventoryWeight.."^7 (^3"..(cache.InventoryWeight / 1000).."kg^7) ^7"..timers["InvWeight"])
end
if cache.InventorySlots then
print("^6FrameWorkCache^7: ^4"..invResource.."^2 InventorySlots^7: ^3"..cache.InventorySlots.." ^7"..timers["InvSlots"])
end
print("^6FrameworkCache^7: ^4"..itemResource:gsub("-", "^7-^4"):gsub("_", "^7_^4").."^2 Loaded ^3"..tostring(counts.Items).."^2 Items ^7"..timers["Items"])
print("^6FrameworkCache^7: ^4"..vehResource:gsub("-", "^7-^4"):gsub("_", "^7_^4").."^2 Loaded ^3"..tostring(counts.Vehicles).."^2 Vehicles ^7"..timers["Vehicles"])
print("^6FrameworkCache^7: ^4"..jobResource:gsub("-", "^7-^4"):gsub("_", "^7_^4").."^2 Loaded ^3"..tostring(counts.Jobs).."^2 Jobs ^7"..timers["Jobs"])
print("^6FrameworkCache^7: ^4"..jobResource:gsub("-", "^7-^4"):gsub("_", "^7_^4").."^2 Loaded ^3"..tostring(counts.Gangs).."^2 Gangs ^7"..timers["Jobs"])
endTimer("Cache")
print("^6FrameworkCache^7: ^2Cache Ready ^7"..timers["Cache"])
cacheReady = true
end)
RegisterNetEvent("jim_bridge:requestCache", function()
local src = source
TriggerClientEvent("jim_bridge:receiveCache", src, _G.__jimBridgeDataCache)
TriggerClientEvent("jim_bridge:receiveCache", src, cache)
end)
exports("GetSharedData", function()
-- Wait for data to be ready before returning it
local timeout = GetGameTimer() + 5000
while (
not _G.__jimBridgeDataCache or
(not _G.__jimBridgeDataCache.Items or next(_G.__jimBridgeDataCache.Items) == nil) or
(not _G.__jimBridgeDataCache.Vehicles or next(_G.__jimBridgeDataCache.Vehicles) == nil) or
(not _G.__jimBridgeDataCache.Jobs or next(_G.__jimBridgeDataCache.Jobs) == nil)
) and GetGameTimer() < timeout do
Wait(50)
-- Wait indefinitely (with periodic checks) until cacheReady is true
local timeout = GetGameTimer() + 20000 -- 20 second failsafe timeout
while not cacheReady and GetGameTimer() < timeout do
Wait(100)
end
return _G.__jimBridgeDataCache
if not cacheReady then
print("^1ERROR^7: jim_bridge cache timed out waiting for data.")
return nil -- Signal clearly if cache never became ready
end
return cache
end)

View File

@@ -1,13 +1,12 @@
name "Jim_Bridge"
author "Jimathy"
version "2.0.18"
version "2.1.08"
description "Framework Bridge By Jimathy"
fx_version "cerulean"
rdr3_warning 'I acknowledge that this is a prerelease build of RedM, and I am aware my resources *will* become incompatible once RedM ships.'
games { 'gta5', 'rdr3' }
lua54 'yes'
files {
'starter.lua',
'shared/*.lua',
@@ -18,9 +17,12 @@ files {
-- Version checker
server_scripts {
'frameworkCache.lua',
'_versioncheck.lua'
'_versioncheck.lua',
}
client_scripts {
'ui_modules/*.lua'
}
'clientFrameworkCache.lua',
'ui_modules/*.lua',
}
suppress_updates 'false' -- set to 'true' to disable update pings

View File

@@ -1,18 +1,28 @@
-------------------------------------------------------------
-- Exploit Auth System
-------------------------------------------------------------
forceDisableExplotProtection = false -- dangerous, this allows exploits
AuthEvent = nil
currentToken = nil
if isServer() then
local excludeRes = {
[Exports.QBExport] = true,
[Exports.ESXExport] = true,
[Exports.VorpExport] = true,
}
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
local invokingRes = GetInvokingResource()
debugPrint(invokingRes)
if invokingRes and invokingRes ~= getScript() and not excludeRes[invokingRes] then
debugPrint("^1Error^7: ^1Possible exploit^7, ^1vital function was called from an external resource^7")
return ""
end
@@ -45,21 +55,22 @@ if isServer() then
createCallback(getScript()..":callback:GetAuthEvent", function(source)
local src = source
local invokingRes = GetInvokingResource()
if GetInvokingResource() and GetInvokingResource() ~= getScript() and GetInvokingResource() ~= "qb-core" then
if invokingRes and invokingRes ~= getScript() and not excludeRes[invokingRes] 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 ""
return AuthEvent
end
debugPrint("^1Auth^7: ^2Player Source^7: "..src.." ^2requested ^3AuthEvent^7", AuthEvent)
authCooldown[src] = true
SetTimeout(5000, function() -- 5 second cooldown
SetTimeout(60000, function() -- 1 minute cooldown
authCooldown[src] = nil
end)
@@ -80,6 +91,8 @@ if isServer() then
-- Multiuse function to check if the generated client token is valid
function checkToken(src, token, genType, name)
if forceDisableExplotProtection == true then return true end
if token == nil then
debugPrint("^1Auth^7: ^1No token recieved^7")
if genType == "stash" then
@@ -115,4 +128,30 @@ else
debugPrint("^1Auth^7: ^2Clearing Auth Event^7")
TriggerServerEvent(getScript()..":clearAuthEventRequest")
end, true)
end
function distExploitCheck(table, src)
if forceDisableExplotProtection == true then return true end
if not table then
print("^1Error^7: ^1This wasn^7'^1t reigstered correctly or this is an exploit attempt^1")
return false
end
local ped = src and GetPlayerPed(src) or PlayerPedId()
local srcCoords = GetEntityCoords(ped)
local allow = false
for i = 1, #table do
if #(table[i].xy - srcCoords.xy) <= 10 then
return true
else
allow = false
end
end
if not allow then
print(src and ("^1Src ^3"..src.." ") or "", "^1Tried to open a registered shop/stash from over the distance limit^7")
return false
end
end

View File

@@ -7,6 +7,152 @@
• Wait for the player to be logged in before proceeding.
]]
local onLoadLast = {} -- keyed by tostring(func)
local function _debouncedRun(func)
local key = tostring(func)
local now = GetGameTimer()
local last = onLoadLast[key] or -1e12
if (now - last) < 5000 then
debugPrint(("^6Bridge^7 ^3onPlayerLoaded^7 skipped — cooldown %dms remaining"):format(5000 - (now - last)))
return
end
onLoadLast[key] = now
CreateThread(function()
Wait(2000) -- keep your small delay
debugPrint("^6Bridge^7: ^2Executing onPlayerLoaded callback")
func()
end)
end
local frameworkLoadFunc = {
{ framework = Exports.QBXExport,
onPlayerLoaded =
function(func)
RegisterNetEvent('QBCore:Client:OnPlayerLoaded', func)
end,
onPlayerUnload =
function(func)
RegisterNetEvent('QBCore:Client:OnPlayerUnload', func)
end,
waitforLogin =
function(timeout)
local startTime = GetGameTimer()
while not LocalPlayer.state.isLoggedIn and (GetGameTimer() - startTime) < timeout do
Wait(100)
end
return LocalPlayer.state.isLoggedIn
end,
},
{ framework = Exports.QBExport,
onPlayerLoaded =
function(func)
RegisterNetEvent('QBCore:Client:OnPlayerLoaded', func)
end,
onPlayerUnload =
function(func)
RegisterNetEvent('QBCore:Client:OnPlayerUnload', func)
end,
waitforLogin =
function(timeout)
local startTime = GetGameTimer()
while not LocalPlayer.state.isLoggedIn and (GetGameTimer() - startTime) < timeout do
Wait(100)
end
return LocalPlayer.state.isLoggedIn
end,
},
{ framework = Exports.ESXExport,
onPlayerLoaded =
function(func)
RegisterNetEvent("esx:playerLoaded", function()
-- make sure shared has loaded (because sql)
if waitForSharedLoad() then func() end
end)
end,
onPlayerUnload =
function(func)
RegisterNetEvent("esx:onPlayerLogout", func)
end,
waitforLogin =
function(timeout)
local startTime = GetGameTimer()
while (GetGameTimer() - startTime) < timeout do
local playerData = ESX.GetPlayerData()
if playerData and playerData.job then
return true
end
Wait(100)
end
end,
},
{ framework = Exports.OXCoreExport,
onPlayerLoaded =
function(func)
RegisterNetEvent('ox:playerLoaded', func)
end,
onPlayerUnload =
function(func)
RegisterNetEvent('ox:playerLogout', func)
end,
waitforLogin =
function(timeout)
if OxPlayer["stateId"] then
return true
end
while not OxPlayer["stateId"] do
Wait(1000)
if OxPlayer.get["stateId"] then
return true
end
end
end,
},
{ framework = Exports.RSGExport,
onPlayerLoaded =
function(func)
RegisterNetEvent('RSGCore:Client:OnPlayerLoaded', func)
end,
onPlayerUnload =
function(func)
RegisterNetEvent('RSGCore:Client:OnPlayerUnload', func)
end,
waitforLogin =
function(timeout)
local startTime = GetGameTimer()
while not LocalPlayer.state.isLoggedIn and (GetGameTimer() - startTime) < timeout do
Wait(100)
end
return LocalPlayer.state.isLoggedIn
end,
},
{ framework = Exports.VorpExport,
onPlayerLoaded =
function(func)
RegisterNetEvent('vorp_core:Client:OnPlayerSpawned', func)
end,
onPlayerUnload =
function(func)
--??
end,
waitforLogin =
function(timeout)
local startTime = GetGameTimer()
while not LocalPlayer.state.IsInSession and (GetGameTimer() - startTime) < timeout do
Wait(100)
end
return LocalPlayer.state.IsInSession
end,
},
}
-------------------------------------------------------------
-- Player Loaded and Unloaded Events
-------------------------------------------------------------
@@ -24,52 +170,28 @@
--- end, true)
--- ```
function onPlayerLoaded(func, onStart)
local onPlayerFramework = ""
local loaded = false
if onStart then
onResourceStart(function()
if not waitForLogin() then return end
loaded = true
debugPrint("^6Bridge^7: ^3onResourceStart^7()^2 executed through ^3onPlayerLoaded^7()")
Wait(2000)
func()
debugPrint("^6Bridge^7: ^3onResourceStart^7()^2 routed through ^3onPlayerLoaded^7()")
_debouncedRun(func)
end, true)
end
if not loaded then
local tempFunc = function()
Wait(2000)
debugPrint("^6Bridge^7: ^2Executing onPlayerLoaded")
func()
end
local handler = function()
_debouncedRun(func)
end
if isStarted(QBExport) or isStarted(QBXExport) then
onPlayerFramework = QBExport
RegisterNetEvent('QBCore:Client:OnPlayerLoaded', tempFunc)
elseif isStarted(ESXExport) then
onPlayerFramework = ESXExport
RegisterNetEvent('esx:playerLoaded', function()
if waitForSharedLoad() then
tempFunc()
end
end
)
elseif isStarted(OXCoreExport) then
onPlayerFramework = OXCoreExport
RegisterNetEvent('ox:playerLoaded', tempFunc)
elseif isStarted(RSGExport) then
onPlayerFramework = RSGExport
RegisterNetEvent('RSGCore:Client:OnPlayerLoaded', tempFunc)
end
if onPlayerFramework ~= "" then
debugPrint("^6Bridge^7: ^2Registering ^3onPlayerLoaded^7()^2 with ^3" .. onPlayerFramework.."^7")
else
print("^4ERROR^7: No supported core detected for onPlayerLoaded - Check starter.lua")
for i = 1, #frameworkLoadFunc do
local data = frameworkLoadFunc[i]
jsonPrint(data)
if isStarted(data.framework) then
debugPrint("^6Bridge^7: ^2Registering ^3"..data.framework.." ^5onPlayerLoaded^7()")
data.onPlayerLoaded(handler)
return
end
end
print("^1ERROR^7: ^1No supported core detected for onPlayerLoaded - Check starter.lua^7")
end
--- Executes a function when the player character is unloaded.
@@ -82,15 +204,15 @@ end
--- end)
--- ```
function onPlayerUnload(func)
debugPrint("^6Bridge^7: ^2Registering ^3onPlayerUnload^7()")
RegisterNetEvent('QBCore:Client:OnPlayerUnload', function() func() end)
RegisterNetEvent('ox:playerLogout', function() func() end)
RegisterNetEvent('RSGCore:Client:OnPlayerUnload', function() func() end)
RegisterNetEvent('esx:onPlayerLogout', function() func() end)
for i = 1, #frameworkLoadFunc do
local data = frameworkLoadFunc[i]
if isStarted(data.framework) then
debugPrint("^6Bridge^7: ^2Registering ^3"..data.framework.." ^5onPlayerUnload^7()")
data.onPlayerUnload(func)
return
end
end
print("^1ERROR^7: ^1No supported core detected for onPlayerUnload - Check starter.lua^7")
end
-------------------------------------------------------------
@@ -117,8 +239,7 @@ function onResourceStart(func, thisScript)
debugPrint("^6Bridge^7: ^2Shared Load Detected^7.")
hasPrinted = true
end
if isStarted(ESXExport) then Wait(10000) end
func()
func(resourceName)
end
end
end)
@@ -137,7 +258,7 @@ function onResourceStop(func, thisScript)
debugPrint("^6Bridge^7: ^2Registering ^3onResourceStop^7()")
AddEventHandler('onResourceStop', function(resourceName)
if getScript() == resourceName and (thisScript or true) then
func()
func(resourceName)
end
end)
end
@@ -150,82 +271,52 @@ end
--- @usage
--- waitForLogin()
function waitForLogin()
local timeout = 10000 -- 10 seconds in milliseconds
local startTime = GetGameTimer()
local loggedIn = false
if isStarted(ESXExport) then
while (GetGameTimer() - startTime) < timeout do
local playerData = ESX.GetPlayerData()
if playerData and playerData.job then
loggedIn = true
break
for i = 1, #frameworkLoadFunc do
local data = frameworkLoadFunc[i]
if isStarted(data.framework) then
debugPrint("^6Bridge^7: ^2Waiting for ^3"..data.framework.."^2 player login^7.")
local result = data.waitforLogin(10000)
if result == true then
debugPrint("^6Bridge^7: ^3"..data.framework.."^2 Player Login Detected^7.")
else
print("^4Error^7: ^2Timeout reached while waiting for player login^7.")
end
Wait(100)
return result
end
elseif isStarted(OXCoreExport) then
if OxPlayer["stateId"] then
loggedIn = true
end
while not OxPlayer["stateId"] do
Wait(1000)
debugPrint("Waiting for stateId to class as logged in")
if OxPlayer.get["stateId"] then
loggedIn = true
break
end
end
else
-- For other frameworks, use LocalPlayer.state.isLoggedIn.
while not LocalPlayer.state.isLoggedIn and (GetGameTimer() - startTime) < timeout do
Wait(100)
end
loggedIn = LocalPlayer.state.isLoggedIn
end
if not loggedIn then
print("^4Error^7: ^2Timeout reached while waiting for player login^7.")
return false
else
debugPrint("^6Bridge^7: ^2Player Login Detected^7.")
return true
end
end
local messageShown = false
function waitForSharedLoad()
local timeout = 100000 -- 10 seconds in milliseconds
local startTime = GetGameTimer()
local loaded = true
--Wait(1000)
local count = {}
local timeout = GetGameTimer() + 900000 -- 15 minutes max wait (had to up this from 2 minutes because of slow servers)
local loop = 0
while ((not Jobs or not next(Jobs)) and (not Items or not next(Items)) and (not Vehicles or not next(Vehicles))) and (GetGameTimer() - startTime) < timeout do
if not messageShown then
while ((not Jobs or not next(Jobs)) or
(not Items or not next(Items)) or
(not Vehicles or not next(Vehicles))
) and (timeout and GetGameTimer() < timeout) do
if loop >= 3 and not messageShown then
if (not Jobs or not next(Jobs)) then
debugPrint("^4Debug^7: ^2Waiting for Jobs to be loaded")
print("^4Debug^7: ^2Waiting for ^7Jobs^2 to be loaded")
end
if (not Items or not next(Items)) then
debugPrint("^4Debug^7: ^2Waiting for Items to be loaded")
print("^4Debug^7: ^2Waiting for ^7Items^2 to be loaded")
end
if (not Vehicles or not next(Vehicles)) then
debugPrint("^4Debug^7: ^2Waiting for Vehicles to be loaded")
print("^4Debug^7: ^2Waiting for ^7Vehicles^2 to be loaded")
end
messageShown = true
end
messageShown = true
--print((GetGameTimer() - startTime) < timeout)
Wait(1000)
if Jobs and Items and Vehicles then
--print("^6Bridge^7: ^2Jobs, Items, and Vehicles Loaded^7.")
loaded = true
break
end
loop += 1
end
if not loaded then
if Jobs and Items and Vehicles then
debugPrint("^6Bridge^7: ^2Jobs, Items, and Vehicles Loaded^7.")
return true
else
print("^4Error^7: ^1Timeout reached while waiting for shared load^7.")
return false
else
return true
end
end

View File

@@ -1,100 +1,111 @@
function parseVersion(version)
local parts = {}
for num in version:gmatch("%d+") do
table.insert(parts, tonumber(num))
local function readBoolMeta(key, default)
local val = GetResourceMetadata("jim_bridge", key, 0)
if not val then return default end
val = tostring(val):lower()
return (val == 'true' or val == '1' or val == 'yes' or val == 'on')
end
local SUPPRESS_UPDATES = readBoolMeta('suppress_updates', false)
if not SUPPRESS_UPDATES then
function parseVersion(version)
local parts = {}
for num in version:gmatch("%d+") do
table.insert(parts, tonumber(num))
end
return parts
end
return parts
end
function compareVersions(current, newest)
local currentParts = parseVersion(current)
local newestParts = parseVersion(newest)
for i = 1, math.max(#currentParts, #newestParts) do
local c = currentParts[i] or 0
local n = newestParts[i] or 0
if c < n then return -1
elseif c > n then return 1 end
function compareVersions(current, newest)
local currentParts = parseVersion(current)
local newestParts = parseVersion(newest)
for i = 1, math.max(#currentParts, #newestParts) do
local c = currentParts[i] or 0
local n = newestParts[i] or 0
if c < n then return -1
elseif c > n then return 1 end
end
return 0
end
return 0
end
function capitalize(str)
return (str:gsub("^%l", string.upper):gsub("%-%l", function(letter) return "-" .. string.upper(letter:sub(2)) end))
end
function capitalize(str)
return (str:gsub("^%l", string.upper):gsub("%-%l", function(letter) return "-" .. string.upper(letter:sub(2)) end))
end
local scriptName = ("^2"..capitalize(getScript()):gsub("%-", "^7-^2"):gsub("%_", "^7_^2")) or ""
local scriptVersion = ("^5"..GetResourceMetadata(getScript(), 'version', nil):gsub("%.", "^7.^5")) or ""
local scriptDescription = ("^2"..GetResourceMetadata(getScript(), 'description', nil)) or ""
local scriptAuthor = ("^2by ^4"..GetResourceMetadata(getScript(), 'author', nil):gsub("%and", "^7and^4")) or ""
local scriptName = ("^2"..capitalize(getScript()):gsub("%-", "^7-^2"):gsub("%_", "^7_^2")) or ""
local scriptVersion = ("^5"..GetResourceMetadata(getScript(), 'version', nil):gsub("%.", "^7.^5")) or ""
local scriptDescription = ("^2"..GetResourceMetadata(getScript(), 'description', nil)) or ""
local scriptAuthor = ("^2by ^4"..GetResourceMetadata(getScript(), 'author', nil):gsub("%and", "^7and^4")) or ""
print(scriptName.." ^7v"..scriptVersion.."^7 - "..scriptDescription.." "..scriptAuthor.."^7")
print(scriptName.." ^7v"..scriptVersion.."^7 - "..scriptDescription.." "..scriptAuthor.."^7")
function CheckVersion()
if isServer() and GetResourceMetadata(getScript(), 'author', nil) == "Jimathy" then
CreateThread(function()
Wait(4000)
local script = getScript()
local currentVersionRaw = GetResourceMetadata(script, 'version')
function CheckVersion()
if isServer() and GetResourceMetadata(getScript(), 'author', nil) == "Jimathy" then
CreateThread(function()
Wait(4000)
local script = getScript()
local currentVersionRaw = GetResourceMetadata(script, 'version')
PerformHttpRequest('https://raw.githubusercontent.com/jimathy/UpdateVersions/master/'..script..'.txt', function(err, newestVersionRaw, headers)
if not newestVersionRaw then
-- fallback
PerformHttpRequest('https://raw.githubusercontent.com/jimathy/'..script..'/master/version.txt', function(err, fallbackVersionRaw, headers)
if not fallbackVersionRaw then
print("^1Currently unable to run a version check for ^7'^3"..script.."^7' (^3"..currentVersionRaw.."^7)")
return
end
PerformHttpRequest('https://raw.githubusercontent.com/jimathy/UpdateVersions/master/'..script..'.txt', function(err, newestVersionRaw, headers)
if not newestVersionRaw then
-- fallback
PerformHttpRequest('https://raw.githubusercontent.com/jimathy/'..script..'/master/version.txt', function(err, fallbackVersionRaw, headers)
if not fallbackVersionRaw then
print("^1Currently unable to run a version check for ^7'^3"..script.."^7' (^3"..currentVersionRaw.."^7)")
return
end
local lines = {}
for line in fallbackVersionRaw:gmatch("[^\r\n]+") do table.insert(lines, line) end
local fallbackVersion = (lines[1] or "0.0.0"):gsub("v", "")
local changelog = {}
for i = 2, #lines do table.insert(changelog, lines[i]) end
local compareResult = compareVersions(currentVersionRaw, fallbackVersion)
if compareResult == 0 then
print("^7'^3"..script.."^7' - ^2You are running the latest version^7. (^3"..currentVersionRaw.."^7)")
elseif compareResult < 0 then
print("^1----------------------------------------------------------------------^7")
print("^7'^3"..script.."^7' - ^1You are currently running an outdated version^7! (^3"..currentVersionRaw.."^7 → ^3"..fallbackVersion.."^7)")
if #changelog > 0 then
for _, line in ipairs(changelog) do
print((line:find("http") and "^7" or "^5")..line)
end
end
print("^1----------------------------------------------------------------------^7")
SetTimeout(1200000, function() CheckVersion() end)
else
print("^7'^3"..script.."^7' - ^5You are running a newer version ^7(^3"..currentVersionRaw.."^7 ← ^3"..fallbackVersion.."^7)")
end
end)
else
local lines = {}
for line in fallbackVersionRaw:gmatch("[^\r\n]+") do table.insert(lines, line) end
local fallbackVersion = (lines[1] or "0.0.0"):gsub("v", "")
for line in newestVersionRaw:gmatch("[^\r\n]+") do table.insert(lines, line) end
local newestVersion = (lines[1] or "0.0.0"):gsub("v", "")
local changelog = {}
for i = 2, #lines do table.insert(changelog, lines[i]) end
local compareResult = compareVersions(currentVersionRaw, fallbackVersion)
local compareResult = compareVersions(currentVersionRaw, newestVersion)
if compareResult == 0 then
print("^7'^3"..script.."^7' - ^2You are running the latest version^7. (^3"..currentVersionRaw.."^7)")
elseif compareResult < 0 then
print("^1----------------------------------------------------------------------^7")
print("^7'^3"..script.."^7' - ^1You are currently running an outdated version^7! (^3"..currentVersionRaw.."^7 → ^3"..fallbackVersion.."^7)")
print("^7'^3"..script.."^7' - ^1You are currently running an outdated version^7! (^3"..currentVersionRaw.."^7 → ^3"..newestVersion.."^7)")
if #changelog > 0 then
for _, line in ipairs(changelog) do
print((line:find("http") and "^7" or "^5")..line)
end
end
print("^1----------------------------------------------------------------------^7")
SetTimeout(1200000, function() CheckVersion() end)
SetTimeout(3600000, function() CheckVersion() end)
else
print("^7'^3"..script.."^7' - ^5You are running a newer version ^7(^3"..currentVersionRaw.."^7 ← ^3"..fallbackVersion.."^7)")
print("^7'^3"..script.."^7' - ^5You are running a newer version ^7(^3"..currentVersionRaw.."^7 ← ^3"..newestVersion.."^7)")
end
end)
else
local lines = {}
for line in newestVersionRaw:gmatch("[^\r\n]+") do table.insert(lines, line) end
local newestVersion = (lines[1] or "0.0.0"):gsub("v", "")
local changelog = {}
for i = 2, #lines do table.insert(changelog, lines[i]) end
local compareResult = compareVersions(currentVersionRaw, newestVersion)
if compareResult == 0 then
print("^7'^3"..script.."^7' - ^2You are running the latest version^7. (^3"..currentVersionRaw.."^7)")
elseif compareResult < 0 then
print("^1----------------------------------------------------------------------^7")
print("^7'^3"..script.."^7' - ^1You are currently running an outdated version^7! (^3"..currentVersionRaw.."^7 → ^3"..newestVersion.."^7)")
if #changelog > 0 then
for _, line in ipairs(changelog) do
print((line:find("http") and "^7" or "^5")..line)
end
end
print("^1----------------------------------------------------------------------^7")
SetTimeout(1200000, function() CheckVersion() end)
else
print("^7'^3"..script.."^7' - ^5You are running a newer version ^7(^3"..currentVersionRaw.."^7 ← ^3"..newestVersion.."^7)")
end
end
end)
end)
end)
end
end
end
CheckVersion()
CheckVersion()
end

View File

@@ -1,3 +1,30 @@
local CALLBACK_RETRIES = 0
-- Internal: await a callback with a timeout
local function awaitWithTimeout(registerFn, timeoutMs)
local p = promise.new()
local finished = false
registerFn(function(result)
if finished then return end
finished = true
p:resolve(result)
end)
-- timeout watchdog
CreateThread(function()
Wait(5000)
if not finished then
finished = true
p:reject('timeout')
end
end)
local ok, res = pcall(function() return Citizen.Await(p) end)
if ok then return res, nil end
return nil, res
end
--- Registers a callback function with the appropriate framework.
---
--- This function checks which framework is started (e.g., OX, QB, ESX) and registers the callback accordingly.
@@ -37,6 +64,10 @@ function createCallback(callbackName, funct)
debugPrint("^6Bridge^7: ^2Registering ^4"..QBExport.." ^3Callback^7:", callbackName)
Core = Core or exports[QBExport]:GetCoreObject()
Core.Functions.CreateCallback(callbackName, adaptedFunction)
elseif isStarted(VorpExport) then
debugPrint("^6Bridge^7: ^2Registering ^4"..VorpExport.." ^3Callback^7:", callbackName)
Core = Core or exports.vorp_core:GetCore()
Core.Callback.Register(callbackName, adaptedFunction)
elseif isStarted(ESXExport) then
debugPrint("^6Bridge^7: ^2Registering ^4"..ESXExport.." ^3Callback^7:", callbackName)
ESX.RegisterServerCallback(callbackName, adaptedFunction)
@@ -55,6 +86,7 @@ end
---@param ... any Additional arguments to pass to the callback.
---
---@return any any The result returned by the callback function.
---@return string string The error/success message returned by the callback function.
---
---@usage
--- ```lua
@@ -65,25 +97,54 @@ end
--- print(result)
--- ```
function triggerCallback(callbackName, ...)
local result = nil
debugPrint("^6Bridge^7: ^2Triggering ^3Callback^7:", callbackName)
local args = {...}
if isStarted(OXLibExport) then
result = lib.callback.await(callbackName, false, ...)
elseif isStarted(QBExport) then
local p = promise.new()
Core.Functions.TriggerCallback(callbackName, function(cbResult)
p:resolve(cbResult)
end, ...)
result = Citizen.Await(p)
Wait(10)
elseif isStarted(ESXExport) then
local p = promise.new()
ESX.TriggerServerCallback(callbackName, function(cbResult)
p:resolve(cbResult)
end, ...)
result = Citizen.Await(p)
else
print("^6Bridge^7: ^1ERROR^7: ^3Can't find any script to trigger callback with", callbackName)
local ok, res = pcall(function()
return lib.callback.await(callbackName, false, table.unpack(args))
end)
if ok then return res, "nil" end
return nil, tostring(res)
end
return result
end
local attempts = 0
local lastErr
repeat
attempts = attempts + 1
if isStarted(QBExport) then
local res, err = awaitWithTimeout(function(cb)
Core.Functions.TriggerCallback(callbackName, cb, table.unpack(args))
end, 5000)
if res ~= nil then return res, "nil" end
lastErr = err
debugPrint(("^6Bridge^7: ^3Callback^7 %s ^1failed^7 (QB) attempt %d: %s"):format(callbackName, attempts, tostring(err)))
elseif isStarted(VorpExport) then
local res, err = awaitWithTimeout(function(cb)
Core.Callback.TriggerAwait(callbackName, cb, table.unpack(args))
end, 5000)
if res ~= nil then return res, "nil" end
lastErr = err
debugPrint(("^6Bridge^7: ^3Callback^7 %s ^1failed^7 (Vorp) attempt %d: %s"):format(callbackName, attempts, tostring(err)))
elseif isStarted(ESXExport) then
local res, err = awaitWithTimeout(function(cb)
ESX.TriggerServerCallback(callbackName, cb, table.unpack(args))
end, 5000)
if res ~= nil then return res, "nil" end
lastErr = err
debugPrint(("^6Bridge^7: ^3Callback^7 %s ^1failed^7 (ESX) attempt %d: %s"):format(callbackName, attempts, tostring(err)))
else
print("^6Bridge^7: ^1ERROR^7: ^3Can't find any script to trigger callback with^7:", callbackName)
return nil, "no_framework"
end
Wait(10)
until attempts > (1 + CALLBACK_RETRIES)
return nil, lastErr or "timeout"
end

View File

@@ -10,6 +10,263 @@
• esx (using ESX.UI.Menu)
]]
local contextFunc = {
["ox"] =
function(Menu, data)
local index = nil
if data.onBack and not data.onSelected then
table.insert(Menu, 1, {
icon = "fas fa-circle-arrow-left",
title = "Return",
onSelect = data.onBack,
label = "Return",
})
end
for k in pairs(Menu) do
if data.onSelected and Menu[k].arrow then
Menu[k].icon = "fas fa-angle-right"
end
-- If no title, use header or txt as title/label.
if not Menu[k].title then
if Menu[k].header ~= nil and Menu[k].header ~= "" then
Menu[k].title = Menu[k].header
Menu[k].label = Menu[k].header
if Menu[k].txt then Menu[k].description = Menu[k].txt else Menu[k].description = "" end
else
Menu[k].title = Menu[k].txt
Menu[k].label = Menu[k].txt
end
end
-- Copy parameters from 'params' if available.
if Menu[k].params then
Menu[k].event = Menu[k].params.event
Menu[k].args = Menu[k].params.args or {}
end
if Menu[k].isMenuHeader then
Menu[k].readOnly = true
end
end
local menuID = 'Menu'
(data.onSelected and lib.registerMenu or lib.registerContext)({
id = menuID,
title = data.header..br..br..(data.headertxt and data.headertxt or ""),
position = 'top-right',
options = Menu,
canClose = data.canClose and data.canClose or nil,
onClose = (data.onBack and data.onBack) or (data.onExit and data.onExit) or nil,
onExit = data.onExit and data.onExit or nil,
onSelected = data.onSelected and (function(selected) index = selected end) or nil,
}, data.onSelected and (function(x, y, args)
if Menu[x].refresh then
if Menu[x].onSelect then
Menu[x].onSelect()
end
lib.showMenu(menuID, index)
else
if Menu[x].onSelect then
Menu[x].onSelect()
else
lib.showMenu(menuID, index)
end
end
end) or nil)
if data.onSelected then
lib.showMenu(menuID, 1)
else
lib.showContext(menuID)
end
end,
["qb"] =
function(Menu, data)
if data.onBack then
table.insert(Menu, 1, {
icon = "fas fa-circle-arrow-left",
header = " ",
txt = "Return",
params = {
isAction = true,
event = data.onBack,
},
})
elseif data.canClose then
table.insert(Menu, 1, {
icon = "fas fa-circle-xmark",
header = " ",
txt = "Close",
params = {
isAction = true,
event = data.onExit and data.onExit or (function() exports[QBMenuExport]:closeMenu() end),
},
})
end
if data.header ~= nil then
local tempMenu = {}
for k, v in pairs(Menu) do tempMenu[k + 1] = v end
tempMenu[1] = { header = data.header, txt = data.headertxt or "", isMenuHeader = true }
Menu = tempMenu
end
for k in pairs(Menu) do
if not Menu[k].params or not Menu[k].params.event then
Menu[k].params = {
isAction = true,
event = Menu[k].onSelect or function() end,
}
end
if not Menu[k].header then Menu[k].header = " " end
if Menu[k].arrow then Menu[k].icon = "fas fa-angle-right" end
Menu[k].isMenuHeader = Menu[k].isMenuHeader or Menu[k].disable
end
exports[QBMenuExport]:openMenu(Menu)
end,
["gta"] =
function(Menu, data)
WarMenu.CreateMenu(tostring(Menu), data.header, " ", {
titleColor = { 222, 255, 255 },
maxOptionCountOnScreen = 15,
width = 0.25,
x = 0.7,
})
if WarMenu.IsAnyMenuOpened() then return end
WarMenu.OpenMenu(tostring(Menu))
CreateThread(function()
local close = true
while true do
if WarMenu.Begin(tostring(Menu)) then
if data.onBack then
if WarMenu.SpriteButton("Return", 'commonmenu', "arrowleft", 127, 127, 127) then
WarMenu.CloseMenu()
Wait(10)
data.onBack()
end
end
for k in pairs(Menu) do
local pressed = WarMenu.Button(Menu[k].header)
if not Menu[k].header then
Menu[k].header = Menu[k].txt
Menu[k].txt = nil
end
if Menu[k].txt and Menu[k].txt ~= "" and WarMenu.IsItemHovered() then
if Menu[k].disabled or Menu[k].isMenuHeader then
WarMenu.ToolTip("~r~"..Menu[k].txt, 0.18, true)
else
WarMenu.ToolTip(
(Menu[k].blip and "~BLIP_".."8".."~ " or "")..
Menu[k].txt:gsub("%:", ":~g~"):gsub("%\n", "\n~s~"), 0.18,
true)
end
end
if pressed and not Menu[k].isMenuHeader then
WarMenu.CloseMenu()
close = false
Wait(10)
Menu[k].onSelect()
end
end
WarMenu.End()
else
return
end
if not WarMenu.IsAnyMenuOpened() and close then
stopTempCam(cam)
if data.onExit then data.onExit() end
end
Wait(0)
end
end)
end,
["esx"] =
function(Menu, data)
for k in pairs(Menu) do
Menu[k].label = Menu[k].header
Menu[k].name = "button"..k
end
if data.canClose then
table.insert(Menu, 1, {
icon = "fas fa-circle-xmark",
label = "Close",
name = "close",
onSelect = data.onExit,
})
end
if data.onBack then
table.insert(Menu, 1, {
icon = "fas fa-circle-arrow-left",
label = "Return",
name = "return",
onSelect = data.onBack,
})
end
ESX.UI.Menu.Open("default", getScript(), "Example_Menu", {
title = data.header,
align = 'top-right',
elements = Menu,
},
function(menuData, menu)
for k in pairs(Menu) do
if menuData.current.name == Menu[k].name then
menu.close()
Wait(10)
Menu[k].onSelect()
end
end
end,
function(data, menu)
menu.close()
end)
end,
["lation"] =
function(Menu, data)
if data.onBack then
table.insert(Menu, 1, {
icon = "fas fa-circle-arrow-left",
onSelect = data.onBack,
header = "Return",
})
end
for k in pairs(Menu) do
if data.onSelected and Menu[k].arrow then
Menu[k].icon = "fas fa-angle-right"
end
-- If no title, use header or txt as title/label.
if not Menu[k].title then
if Menu[k].header ~= nil and Menu[k].header ~= "" then
Menu[k].title = Menu[k].header
Menu[k].label = Menu[k].header
if Menu[k].txt then Menu[k].description = Menu[k].txt else Menu[k].description = "" end
else
Menu[k].title = Menu[k].txt
Menu[k].label = Menu[k].txt
end
end
-- Copy parameters from 'params' if available.
if Menu[k].params then
Menu[k].event = Menu[k].params.event
Menu[k].args = Menu[k].params.args or {}
end
if Menu[k].isMenuHeader then
Menu[k].readOnly = true
end
end
exports.lation_ui:registerMenu({
id = 'menu',
title = data.header,
onExit = data.onExit and data.onExit or nil,
subtitle = (data.headertxt and data.headertxt or ""),
options = Menu,
})
-- Show menu
exports.lation_ui:showMenu('menu')
end,
}
--- Opens a menu using the configured menu system.
---
--- This function translates code and creates menus in several different menu scripts, depending on the configured menu system specified in `Config.System.Menu`.
@@ -47,250 +304,22 @@
--- })
--- ```
function openMenu(Menu, data)
if Config.System.Menu == "jim" then
if data.onBack then
table.insert(Menu, 1, {
icon = "fas fa-circle-arrow-left",
header = " ",
txt = "Return",
params = {
isAction = true,
event = data.onBack,
},
})
elseif data.canClose then
table.insert(Menu, 1, {
icon = "fas fa-circle-xmark",
header = " ",
txt = "Close",
params = {
isAction = true,
event = data.onExit and data.onExit or (function() exports[QBMenuExport]:closeMenu() end),
},
})
end
if data.header ~= nil then
local tempMenu = {}
for k, v in pairs(Menu) do tempMenu[k + 1] = v end
tempMenu[1] = { header = data.header, txt = data.headertxt or "", isMenuHeader = true }
Menu = tempMenu
end
for k in pairs(Menu) do
if not Menu[k].params or not Menu[k].params.event then
Menu[k].params = {
isAction = true,
event = Menu[k].onSelect or function() end,
}
end
if not Menu[k].header then Menu[k].header = " " end
if Menu[k].arrow then Menu[k].icon = "fas fa-angle-right" end
Menu[k].isMenuHeader = Menu[k].isMenuHeader or Menu[k].disable
end
TriggerEvent("jim_bridge:client:openMenu", Menu)
elseif Config.System.Menu == "ox" then
local index = nil
if data.onBack and not data.onSelected then
table.insert(Menu, 1, {
icon = "fas fa-circle-arrow-left",
title = "Return",
onSelect = data.onBack,
label = "Return",
})
end
for k in pairs(Menu) do
if data.onSelected and Menu[k].arrow then
Menu[k].icon = "fas fa-angle-right"
end
-- If no title, use header or txt as title/label.
if not Menu[k].title then
if Menu[k].header ~= nil and Menu[k].header ~= "" then
Menu[k].title = Menu[k].header
Menu[k].label = Menu[k].header
if Menu[k].txt then Menu[k].description = Menu[k].txt else Menu[k].description = "" end
else
Menu[k].title = Menu[k].txt
Menu[k].label = Menu[k].txt
end
end
-- Copy parameters from 'params' if available.
if Menu[k].params then
Menu[k].event = Menu[k].params.event
Menu[k].args = Menu[k].params.args or {}
end
if Menu[k].isMenuHeader then
Menu[k].readOnly = true
end
end
local menuID = 'Menu'
(data.onSelected and lib.registerMenu or lib.registerContext)({
id = menuID,
title = data.header..br..br..(data.headertxt and data.headertxt or ""),
position = 'top-right',
options = Menu,
canClose = data.canClose and data.canClose or nil,
onClose = (data.onBack and data.onBack) or (data.onExit and data.onExit) or nil,
onExit = data.onExit and data.onExit or nil,
onSelected = data.onSelected and (function(selected) index = selected end) or nil,
}, data.onSelected and (function(x, y, args)
if Menu[x].refresh then
if Menu[x].onSelect then
Menu[x].onSelect()
end
lib.showMenu(menuID, index)
else
if Menu[x].onSelect then
Menu[x].onSelect()
else
lib.showMenu(menuID, index)
end
end
end) or nil)
if data.onSelected then
lib.showMenu(menuID, 1)
else
lib.showContext(menuID)
end
elseif Config.System.Menu == "qb" then
if data.onBack then
table.insert(Menu, 1, {
icon = "fas fa-circle-arrow-left",
header = " ",
txt = "Return",
params = {
isAction = true,
event = data.onBack,
},
})
elseif data.canClose then
table.insert(Menu, 1, {
icon = "fas fa-circle-xmark",
header = " ",
txt = "Close",
params = {
isAction = true,
event = data.onExit and data.onExit or (function() exports[QBMenuExport]:closeMenu() end),
},
})
end
if data.header ~= nil then
local tempMenu = {}
for k, v in pairs(Menu) do tempMenu[k + 1] = v end
tempMenu[1] = { header = data.header, txt = data.headertxt or "", isMenuHeader = true }
Menu = tempMenu
end
for k in pairs(Menu) do
if not Menu[k].params or not Menu[k].params.event then
Menu[k].params = {
isAction = true,
event = Menu[k].onSelect or function() end,
}
end
if not Menu[k].header then Menu[k].header = " " end
if Menu[k].arrow then Menu[k].icon = "fas fa-angle-right" end
Menu[k].isMenuHeader = Menu[k].isMenuHeader or Menu[k].disable
end
exports[QBMenuExport]:openMenu(Menu)
elseif Config.System.Menu == "gta" then
WarMenu.CreateMenu(tostring(Menu), data.header, " ", {
titleColor = { 222, 255, 255 },
maxOptionCountOnScreen = 15,
width = 0.25,
x = 0.7,
})
if WarMenu.IsAnyMenuOpened() then return end
WarMenu.OpenMenu(tostring(Menu))
CreateThread(function()
local close = true
while true do
if WarMenu.Begin(tostring(Menu)) then
if data.onBack then
if WarMenu.SpriteButton("Return", 'commonmenu', "arrowleft", 127, 127, 127) then
WarMenu.CloseMenu()
Wait(10)
data.onBack()
end
end
for k in pairs(Menu) do
local pressed = WarMenu.Button(Menu[k].header)
if not Menu[k].header then
Menu[k].header = Menu[k].txt
Menu[k].txt = nil
end
if Menu[k].txt and Menu[k].txt ~= "" and WarMenu.IsItemHovered() then
if Menu[k].disabled or Menu[k].isMenuHeader then
WarMenu.ToolTip("~r~"..Menu[k].txt, 0.18, true)
else
WarMenu.ToolTip(
(Menu[k].blip and "~BLIP_".."8".."~ " or "")..
Menu[k].txt:gsub("%:", ":~g~"):gsub("%\n", "\n~s~"), 0.18,
true)
end
end
if pressed and not Menu[k].isMenuHeader then
WarMenu.CloseMenu()
close = false
Wait(10)
Menu[k].onSelect()
end
end
WarMenu.End()
else
return
end
if not WarMenu.IsAnyMenuOpened() and close then
stopTempCam(cam)
if data.onExit then data.onExit() end
end
Wait(0)
end
end)
elseif Config.System.Menu == "esx" then
for k in pairs(Menu) do
Menu[k].label = Menu[k].header
Menu[k].name = "button"..k
end
if data.canClose then
table.insert(Menu, 1, {
icon = "fas fa-circle-xmark",
label = "Close",
name = "close",
onSelect = data.onExit,
})
end
if data.onBack then
table.insert(Menu, 1, {
icon = "fas fa-circle-arrow-left",
label = "Return",
name = "return",
onSelect = data.onBack,
})
end
ESX.UI.Menu.Open("default", getScript(), "Example_Menu", {
title = data.header,
align = 'top-right',
elements = Menu,
},
function(menuData, menu)
for k in pairs(Menu) do
if menuData.current.name == Menu[k].name then
menu.close()
Wait(10)
Menu[k].onSelect()
end
end
end,
function(data, menu)
menu.close()
end)
end
contextFunc[Config.System.Menu](Menu, data)
end
-- Line break conversion table, basically, to automate the linebreak in functions `br`
-- This is declared and automatically sets it for what menu you are using (depends if one is uding MD formatting or HTML formatting)
local lineBreakConversion = {
["ox"] = "\n",
["gta"] = "\n",
["lation"] = "\n",
["qb"] = "<br>",
["esx"] = "<br>",
}
--- A line break constant used for menu header formatting.
br = (Config.System.Menu == "ox" or Config.System.Menu == "gta") and "\n" or "<br>"
br = lineBreakConversion[Config.System.Menu]
--- Checks if the current menu system is 'ox' or 'gta' for formatting purposes.
--- @return boolean boolean True if using ox or gta menus, otherwise false.

View File

@@ -1,4 +1,4 @@
Items, Vehicles, Jobs, Gangs, Core = {}, nil, nil, nil, nil
Items, Vehicles, Jobs, Gangs = nil, nil, nil, nil
-- Shared Exports Initialization
Exports.PSInv = isStarted("lj-inventory") and "lj-inventory" or Exports.PSInv
@@ -10,11 +10,10 @@ OXLibExport, QBXExport, QBExport, ESXExport, OXCoreExport =
Exports.ESXExport or "",
Exports.OXCoreExport or ""
OXInv, QBInv, PSInv, QSInv, CoreInv, CodeMInv, OrigenInv, TgiannInv, JPRInv =
OXInv, QBInv, PSInv, CoreInv, CodeMInv, OrigenInv, TgiannInv, JPRInv =
Exports.OXInv or "",
Exports.QBInv or "",
Exports.PSInv or "",
Exports.QSInv or "",
Exports.CoreInv or "",
Exports.CodeMInv or "",
Exports.OrigenInv or "",
@@ -22,6 +21,9 @@ OXInv, QBInv, PSInv, QSInv, CoreInv, CodeMInv, OrigenInv, TgiannInv, JPRInv =
Exports.JPRInv or ""
RSGExport, RSGInv = Exports.RSGExport or "", Exports.RSGInv or ""
VorpExport, VorpInv = Exports.VorpExport or "", Exports.VorpInv or ""
QBMenuExport = Exports.QBMenuExport or ""
QBTargetExport, OXTargetExport = Exports.QBTargetExport or "", Exports.OXTargetExport or ""
@@ -29,84 +31,78 @@ if isStarted(QBXExport) or isStarted(QBExport) then
Core = Core or exports[QBExport]:GetCoreObject()
elseif isStarted(RSGExport) then
Core = Core or exports[RSGExport]:GetCoreObject()
elseif isStarted(VorpExport) then
Core = Core or exports[VorpExport]:GetCore()
end
if IsDuplicityVersion() then
CreateThread(function()
local cache = nil
local timeout = GetGameTimer() + 5000 -- 5 seconds max wait
local cache = nil
local timeout = GetGameTimer() + 900000 -- 15 minutes max wait (had to up this from 2 minutes because of slow servers)
-- Wait until jim_bridge is started and export is available
while not cache and GetGameTimer() < timeout do
if GetResourceState("jim_bridge"):find("start") then
local success, result = pcall(function()
return exports["jim_bridge"]:GetSharedData()
end)
if success and result then
cache = result
--print(json.encode(cache, {indent = true}))
end
-- Wait until jim_bridge is started and export is available
while not cache and (timeout and GetGameTimer() < timeout) do
if GetResourceState("jim_bridge"):find("start") then
local success, result = pcall(function()
return exports["jim_bridge"]:GetSharedData()
end)
if success and result then
cache = result
end
Wait(100)
end
Wait(100)
end
if not cache then
print("^1ERROR^7: ^2jim_bridge export not available after timeout^7.")
return
end
if timeout and not cache then
print("^1ERROR^7: ^2jim_bridge export not available after timeout^7.")
return
end
Items = cache.Items
Vehicles = cache.Vehicles
Jobs = cache.Jobs
Gangs = cache.Gangs
Items = cache.Items
Vehicles = cache.Vehicles
Jobs = cache.Jobs
Gangs = cache.Gangs
InventoryWeight = cache.InventoryWeight or InventoryWeight
InventorySlots = cache.InventorySlots or 40
debugPrint("^6Bridge^7: ^2Shared cache successfully loaded from export^7.")
end)
debugPrint("^6Bridge^7: ^2Shared cache successfully loaded from export^7.")
--print(countTable(Items), countTable(Vehicles), countTable(Jobs))
else
local hasCache = false
-- 🔹 Client Side: Request from server
_G.__jimBridgeDataCache = {}
RegisterNetEvent("jim_bridge:receiveCache", function(data)
if not hasCache then
_G.__jimBridgeDataCache = data
hasCache = true
else
return
end
end)
TriggerServerEvent("jim_bridge:requestCache")
CreateThread(function()
while not _G.__jimBridgeDataCache or not next(_G.__jimBridgeDataCache) do Wait(50) end
local cache = _G.__jimBridgeDataCache
-- Shared bridge cache - prevent duplicate listeners
exports["jim_bridge"]:GetBridgeCache(function(cache)
Items = cache.Items or {}
Vehicles = cache.Vehicles or {}
Jobs = cache.Jobs or {}
Gangs = cache.Gangs or {}
InventoryWeight = cache.InventoryWeight or InventoryWeight
InventorySlots = cache.InventorySlots or 50
if isStarted(ESXExport) then
for _, v in pairs(Vehicles) do
Vehicles[v.model] = {
model = v.model,
hash = v.hash,
price = v.price,
name = v.name,
brand = GetMakeNameFromVehicleModel(v.model):lower():gsub("^%l", string.upper)
}
end
end
if isStarted(OXInv) then
for k, v in pairsByKeys(Items) do
local tempInfo = exports[OXInv]:Items(k)
if tempInfo and tempInfo.client then
Items[k].image = (tempInfo.client and tempInfo.client.image) and tempInfo.client.image:gsub("nui://"..OXInv.."/web/images/", "") or k..".png"
Items[k].hunger = tempInfo.client and tempInfo.client.hunger
Items[k].thirst = tempInfo.client and tempInfo.client.thirst
CreateThread(function()
if isStarted(ESXExport) then
for _, v in pairs(Vehicles) do
Vehicles[v.model] = {
model = v.model,
hash = v.hash,
price = v.price,
name = v.name,
brand = GetMakeNameFromVehicleModel(v.model):lower():gsub("^%l", string.upper)
}
end
end
end
if isStarted(OXInv) then
for k, v in pairs(Items) do
local tempInfo = exports[OXInv]:Items(k)
Items[k].image = k..".png" -- Set default image
if tempInfo and tempInfo.client then -- if client info, check for hard set image
Items[k].image = (tempInfo.client.image) and tempInfo.client.image:gsub("nui://"..OXInv.."/web/images/", "") or Items[k].image
Items[k].hunger = tempInfo.client.hunger
Items[k].thirst = tempInfo.client.thirst
end
end
end
end)
debugPrint("^6Bridge^7: ^2Shared cache successfully loaded from export^7.")
end)
end

View File

@@ -17,7 +17,8 @@ local excludeKeys = {
amount = true, metadata = true, description = true, info = true,
job = true, gang = true, oneUse = true, slot = true,
blueprintRef = true, craftingLevel = true, craftedItems = true,
hasCrafted = true, exp = true, anim = true, time = true,
hasCrafted = true, exp = true, anim = true, time = true, id = true,
ingredients = true,
}
-------------------------------------------------------------
@@ -40,9 +41,14 @@ local excludeKeys = {
--- craftable = {
--- Header = "Weapon Crafting",
--- Recipes = {
--- [1] = {
--- ["weapon_pistol"] = { ["steel"] = 5, ["plastic"] = 2 },
--- amount = 1,
--- weapon_pistol = {
--- id = 1,
--- ingredients = {
--- steel = 5, plastic = 5,
--- },
--- info = {
--- amount = 1,
--- },
--- },
--- -- More recipes...
--- },
@@ -56,9 +62,10 @@ local excludeKeys = {
--- job = "mechanic",
--- onBack = function() print("Returning to previous menu") end,
--- })
--- ```
function craftingMenu(data)
if CraftLock then return end
local data = cloneTable(data)
-- Job or gang check; exit if not authorized.
if (data.job or data.gang) and not jobCheck(data.job or data.gang) then return end
@@ -72,16 +79,49 @@ function craftingMenu(data)
-- Normalize stash name.
data.stashName = data.stashTable or data.stashName
local Menu = {}
local Recipes = data.craftable.Recipes
local craftedItems = {}
local tempCarryTable = {}
-- Wrapper to convert old style crafting recipes to be handled by the menu properly
--if data.craftable.Recipes[1] then -- assume old style crafting table
-- local compatTable = {}
-- local id = 0
-- for k, v in ipairs(data.craftable.Recipes) do
-- local Recipe = v
-- for l, b in pairs(Recipe) do
-- if doesItemExist(l) then
-- id += 1
-- compatTable[l] = {
-- ingredients = b,
-- id = id,
-- info = {
-- amount = Recipe.amount or 1,
-- metadata = Recipe.metadata or nil,
-- job = Recipe.job or nil,
-- gang = Recipe.gang or nil,
-- hasCrafted = Recipe.hasCrafted or nil,
-- },
-- }
-- end
-- end
-- end
-- data.craftable.Recipes = compatTable
--end
-- Build a table of all required ingredients (default quantity is 1).
-- Convert to array
--local RecipesArray = {}
--for k, v in pairs(data.craftable.Recipes) do
-- RecipesArray[v.id] = { [k] = v }
--end
local Menu = {}
local Recipes = cloneTable(data.craftable.Recipes)
local craftedItems = {}
local tempCarryTable = {}
-- Build a temporary table of all required ingredients (default quantity is 1).
for i = 1, #Recipes do
for k in pairs(Recipes[i]) do
if k ~= "amount" and k ~= "metadata" and k ~= "job" and k ~= "gang" then
tempCarryTable[k] = Recipes[i].amount or 1
for k, v in pairs(Recipes[i]) do
if not excludeKeys[k] then
if not Recipes[i].amount then Recipes[i].amount = 1 end
tempCarryTable[k] = tempCarryTable[k] and (tempCarryTable[k] < Recipes[i].amount) or Recipes[i].amount
end
end
end
@@ -89,73 +129,98 @@ function craftingMenu(data)
-- Check if the player can carry the required items (server callback).
local canCarryTable = triggerCallback(getScript()..':server:canCarry', tempCarryTable)
-- Process each recipe to create menu entries.
local usingStash = data.stashName ~= nil and data.stashName ~= ""
Menu[#Menu+1] = {
icon = usingStash and "fas fa-boxes-stacked" or "fas fa-person",
header = "Material Source: "..(usingStash and "Job Stash" or "Player Inventory"),
disabled = true,
}
for i = 1, #Recipes do
if not Recipes[i]["amount"] then Recipes[i]["amount"] = 1 end
for k, _ in pairs(Recipes[i]) do
local menuId = #Menu+1
local item = ""
local Recipe = {}
for k, v in pairs(Recipes[i]) do
if not excludeKeys[k] then
local hasjob = true
if Recipes[i].job then
for l, b in pairs(Recipes[i].job) do
hasjob = hasJob(l, nil, b)
if hasjob then break end
end
end
if hasjob then
local setheader, settext, disable, metadata = "", "", false, (Recipes[i]["metadata"] or Recipes[i]["info"] or nil)
local itemTable = {}
local metaTable = {}
-- Build ingredient details.
for l, b in pairs(Recipes[i][tostring(k)]) do
local label = Items[l] and Items[l].label or "error - "..l
local hasItem = checkStashItem(data.stashName, { [l] = b })
local missingMark = not hasItem and "" or " "
settext = settext..(settext ~= "" and br or "").."[ x"..b.." ] - "..label..missingMark
metaTable[Items[l] and Items[l].label or "error - "..l] = b
itemTable[l] = b
end
while not canCarryTable do Wait(0) end
disable = not checkStashItem(data.stashName, itemTable)
setheader = ((metadata and metadata.label) or (Items[tostring(k)] and Items[tostring(k)].label) or "error - "..tostring(k))
..(Recipes[i]["amount"] > 1 and " x"..Recipes[i]["amount"] or "")
local statusEmoji = disable and " " or not canCarryTable[k] and " 📦" or " ✔️"
local isNew = (Recipes[i]["hasCrafted"] ~= nil and craftedItems[k] == nil) and "" or ""
setheader = isNew .. setheader .. statusEmoji
Menu[#Menu + 1] = {
arrow = isOx() and (not disable and canCarryTable[k]),
isMenuHeader = disable or not canCarryTable[k],
icon = invImg((metadata and metadata.image) or tostring(k)),
image = invImg((metadata and metadata.image) or tostring(k)),
header = setheader,
txt = settext or nil,
metadata = metaTable,
onSelect = (not disable and canCarryTable[k]) and function()
local transdata = {
item = k,
craft = data.craftable.Recipes[i],
craftable = data.craftable,
coords = data.coords,
stashName = data.stashName,
onBack = data.onBack,
metadata = metadata,
}
if Config.Crafting.MultiCraft then
multiCraft(transdata)
else
makeItem(transdata)
end
end or nil,
}
end
item = k
Recipe = Recipes[i]
Recipe.amount = Recipe.amount or 1
break
end
--Wait(0)
end
-- Job Check
local hasGroup = true
if Recipe.job then
for l, b in pairs(Recipe.job) do
hasGroup = hasJob(l, nil, b)
if hasGroup then goto skipcheck end
end
end
if Recipe.gang then
for l, b in pairs(Recipe.gang) do
hasGroup = hasJob(l, nil, b)
if hasGroup then goto skipcheck end
end
end
::skipcheck::
-- if has group requirement, continue
if hasGroup then
local setheader, settext, disable, metadata = "", "", false, (Recipe.metadata or Recipe.info or nil)
local itemTable = {}
local metaTable = {}
-- Build ingredient details.
for l, b in pairs(Recipe[item]) do
local label = getItemLabel(l)
local hasItem = checkStashItem(data.stashName, { [l] = b })
local missingMark = not hasItem and "" or " "
settext = settext..(settext ~= "" and br or "").."[ x"..b.." ] - "..label..missingMark
metaTable[label] = b
itemTable[l] = b
end
-- Make sure "canCarryTable" exists
while not canCarryTable do Wait(10) end
disable = not checkStashItem(data.stashName, itemTable)
setheader = ((metadata and metadata.label) or getItemLabel(item))
..(Recipe.amount > 1 and " x"..Recipe.amount or "")
local statusEmoji = disable and " " or not canCarryTable[item] and " 📦" or " ✔️"
local isNew = (Recipe.hasCrafted ~= nil and craftedItems[item] == nil) and "" or ""
setheader = isNew .. setheader .. statusEmoji
-- Build menu option using info
Menu[menuId] = {
arrow = isOx() and (not disable and canCarryTable[item]),
isMenuHeader = disable or not canCarryTable[item],
icon = invImg((metadata and metadata.image) or item),
image = invImg((metadata and metadata.image) or item),
header = setheader,
txt = settext or nil,
metadata = metaTable,
onSelect = (not disable and canCarryTable[item]) and function()
local transdata = {
item = item,
craft = Recipe,
craftable = data.craftable,
coords = data.coords,
amount = Recipe.amount,
stashName = data.stashName,
onBack = data.onBack,
metadata = metadata,
}
if Config.Crafting.MultiCraft then
multiCraft(transdata)
else
makeItem(transdata)
end
end or nil,
}
end
end
-- open context menu
openMenu(Menu, {
header = data.craftable.Header,
headertxt = data.craftable.Headertxt,
@@ -238,7 +303,7 @@ function multiCraft(data)
})
local dialog = createInput(data.craftable.Header..(Config.System.Menu == "qb" and ": "..br.."How many to craft? "..br.."Max: "..carryMax or ""), {
((Config.System.Menu == "ox") and {
((Config.System.Menu == "ox" or Config.System.Menu == "lation") and {
type = "slider",
label = "How many to craft? "..br.."Max: "..carryMax,
required = true,
@@ -311,7 +376,12 @@ end
--- metadata = { label = "Custom Pistol", image = "custom_pistol.png" },
--- })
--- ```
function makeItem(data)
function makeItem(origData)
local data = cloneTable(origData)
local Ped = PlayerPedId()
if CraftLock then return end
CraftLock = true
data.stashName = data.stashTable or data.stashName
@@ -325,122 +395,142 @@ function makeItem(data)
local craftAmount = (data.amount and data.amount ~= 1) and data.amount or 1
local metadata = data.metadata or nil
local prop = data.craftable.Anims and data.craftable.Anims.prop or nil
local canReturn = true
local crafted, crafting = true, true
local cam = createTempCam(PlayerPedId(), data.coords)
startTempCam(cam)
for i = 1, craftAmount do
for k, v in pairs(data.craft) do
if not excludeKeys[k] then
if type(v) == "table" then
for l, b in pairs(v) do
if isInventoryOpen() then
print("^1Error^7: ^2Inventory is open, you tried to break things")
crafted, crafting = false, false
stopTempCam()
ClearPedTasks(PlayerPedId())
if canReturn then craftingMenu(data) end
CraftLock = false
return
end
if crafting and progressBar({
label = "Using "..b.." "..Items[l].label,
time = 1000,
cancel = true,
dict = 'pickup_object',
anim = "putdown_low",
flag = 49,
icon = l,
}) then
TriggerEvent((isStarted(QBInv) and QBInvNew and "qb-" or "")..'inventory:client:ItemBox', Items[l], "use", b)
else
crafted, crafting = false, false
break
end
Wait(200)
end
if isInventoryOpen() then
print("^1Error^7: ^2Inventory is open, you tried to break things")
crafted, crafting = false, false
stopTempCam()
ClearPedTasks(PlayerPedId())
if canReturn then craftingMenu(data) end
CraftLock = false
return
end
local cam = createCam(Ped, data.coords.xyz)
startCam(cam, 5000)
if crafted then
local craftProp = nil
if prop then
craftProp = makeProp({ prop = prop.model, coords = vec4(0, 0, 0, 0), true, true })
AttachEntityToEntity(craftProp, PlayerPedId(), GetPedBoneIndex(PlayerPedId(), prop.bone), prop.pos.x, prop.pos.y, prop.pos.z, prop.rot.x, prop.rot.y, prop.rot.z, true, true, false, true, 1, true)
end
if data.sound then
local s = data.sound
PlaySoundFromEntity(s.soundId, s.audioName, PlayerPedId(), s.audioRef, true, 0)
end
if isInventoryOpen() then
--print("^1Error^7: ^2Inventory is open, you tried to break things")
crafted, crafting = false, false
crafted, crafting, CraftLock = false, false, false
return
end
if crafting and progressBar({
label = bartext..((metadata and metadata.label) or Items[data.item].label),
time = bartime,
cancel = true,
dict = animDict,
anim = anim,
flag = 49,
icon = data.item,
request = true,
}) then
TriggerServerEvent(getScript()..":Crafting:GetItem", data.item, data.craft, data.stashName, metadata, currentToken)
currentToken = nil -- clear client cached token
CreateThread(function()
if data.craft["hasCrafted"] ~= nil then
debugPrint("^5Bridge^7: ^3hasCrafted ^2Found^7, ^2marking ^7'^4"..data.item.."^7' ^2as crafted for player^7")
data.craftable.craftedItems[data.item] = true
triggerCallback(getScript()..":server:SetMetadata", "craftedItems", data.craftable.craftedItems)
end
Wait(100)
if data.craft["exp"] ~= nil then
craftingLevel += data.craft["exp"].give
jsonPrint(data.craft["exp"])
debugPrint("^6Bridge^7: ^3EXP ^2found^7, ^2giving exp for ^7'^4"..data.item.."^7'")
triggerCallback(getScript()..":server:SetMetadata", "craftingLevel", craftingLevel)
end
end)
if data.craftable.Recipes[1].oneUse == true then
removeItem("craftrecipe", 1, nil, data.craftable.Recipes[1].slot)
local breakId = GetSoundId()
PlaySoundFromEntity(breakId, "Drill_Pin_Break", PlayerPedId(), "DLC_HEIST_FLEECA_SOUNDSET", 1, 0)
canReturn = false
end
if data.sound then
StopSound(data.sound.soundId)
end
if data.requiredItemfunc then
data.requiredItemfunc()
end
else
crafting = false
break
end
if craftProp then destroyProp(craftProp) end
end
end
end
end
Wait(500)
-- Calculate total bartime if SingleProgress is enabled
local totalBartime = (bartime * craftAmount)
local craftProp = nil
if prop then
craftProp = makeProp({ prop = prop.model, coords = GetEntityCoords(PlayerPedId()), true, true })
AttachEntityToEntity(craftProp, Ped, GetPedBoneIndex(Ped, prop.bone), prop.pos.x, prop.pos.y, prop.pos.z, prop.rot.x, prop.rot.y, prop.rot.z, true, true, false, true, 1, true)
end
stopTempCam()
if data.sound then
local s = data.sound
PlaySoundFromEntity(s.soundId, s.audioName, Ped, s.audioRef, true, 0)
end
if not Config.Crafting.SingleProgress then -- if SingleProgress is disabled, dont do ingredient progressbars
-- Run ingredient check and usage separately first
for i = 1, craftAmount do
for k, v in pairs(data.craft[data.item]) do
if isInventoryOpen() then
print("^1Error^7: ^2Inventory is open, you tried to break things")
stopCam(0)
ClearPedTasks(Ped)
if canReturn then craftingMenu(origData) end
CraftLock = false
return
end
if crafting and progressBar({
label = "Using "..v.." "..getItemLabel(k),
time = 800,
cancel = true,
dict = 'pickup_object',
anim = "putdown_low",
flag = 49,
icon = k,
}) then
TriggerEvent((isStarted(QBInv) and QBInvNew and "qb-" or "")..'inventory:client:ItemBox', Items[k], "use", v)
else
crafted, crafting = false, false
break
end
Wait(200)
end
if not crafted then
goto finishEarly
end
if crafting and progressBar({
label = bartext..((metadata and metadata.label) or getItemLabel(data.item)),
time = bartime,
cancel = true,
dict = animDict,
anim = anim,
flag = 49,
icon = data.item,
request = true,
}) then
TriggerServerEvent(getScript()..":Crafting:GetItem", data.item, data.craft, data.stashName, metadata, currentToken)
currentToken = nil
if data.craft.hasCrafted ~= nil then
data.craftable.craftedItems[data.item] = true
triggerCallback(getScript()..":server:setPlayerMetadata", "craftedItems", data.craftable.craftedItems)
end
if data.craft.exp ~= nil then
craftingLevel += data.craft.exp.give
triggerCallback(getScript()..":server:setPlayerMetadata", "craftingLevel", craftingLevel)
end
if data.craftable.Recipes[1].oneUse == true then
removeItem("craftrecipe", 1, nil, data.craftable.Recipes[1].slot)
local breakId = GetSoundId()
PlaySoundFromEntity(breakId, "Drill_Pin_Break", Ped, "DLC_HEIST_FLEECA_SOUNDSET", 1, 0)
canReturn = false
end
else
break
end
end
else
if crafting and progressBar({
label = bartext..((metadata and metadata.label) or getItemLabel(data.item)).." x"..craftAmount,
time = totalBartime,
cancel = true,
dict = animDict,
anim = anim,
flag = 49,
icon = data.item,
request = true,
}) then
data.craft.amount *= craftAmount
for k, v in pairs(data.craft[data.item]) do
-- multiply igredient requirement in sent crafting table for removal
data.craft[data.item][k] = (v * craftAmount)
end
TriggerServerEvent(getScript()..":Crafting:GetItem", data.item, data.craft, data.stashName, metadata, currentToken)
currentToken = nil -- clear client cached token
-- handle metadata and experience in a single go
if data.craft.hasCrafted ~= nil then
data.craftable.craftedItems[data.item] = true
triggerCallback(getScript()..":server:setPlayerMetadata", "craftedItems", data.craftable.craftedItems)
end
if data.craft.exp ~= nil then
craftingLevel += data.craft["exp"].give * craftAmount
triggerCallback(getScript()..":server:setPlayerMetadata", "craftingLevel", craftingLevel)
end
--if data.craft.Recipes[1].oneUse == true then
-- removeItem("craftrecipe", 1, nil, data.craftable.Recipes[1].slot)
-- local breakId = GetSoundId()
-- PlaySoundFromEntity(breakId, "Drill_Pin_Break", Ped, "DLC_HEIST_FLEECA_SOUNDSET", 1, 0)
-- canReturn = false
--end
end
end
::finishEarly::
if craftProp then destroyProp(craftProp) end
if data.sound then
StopSound(data.sound.soundId)
end
if data.requiredItemfunc then
data.requiredItemfunc()
end
--Wait(500)
stopCam(0)
CraftLock = false
if canReturn then craftingMenu(data) end
ClearPedTasks(PlayerPedId())
if canReturn then craftingMenu(origData) end
ClearPedTasks(Ped)
end
-------------------------------------------------------------
-- Server Event Handler: Crafted Item
-------------------------------------------------------------
@@ -467,14 +557,13 @@ RegisterNetEvent(getScript()..":Crafting:GetItem", function(ItemMake, craftable,
return
end
local hasItems, hasTable = hasItem(ItemMake, 1, src)
if stashName then
local itemRemove = {}
if type(stashName) == "table" then
for _, name in pairs(stashName) do
stashItems = getStash(name)
for k, v in pairs(craftable[ItemMake] or {}) do
for k, v in pairs(craftable[ItemMake]) do
for _, b in pairs(stashItems or {}) do
if k == b.name then
itemRemove[k] = v
@@ -484,7 +573,7 @@ RegisterNetEvent(getScript()..":Crafting:GetItem", function(ItemMake, craftable,
end
else
stashItems = getStash(stashName)
for k, v in pairs(craftable[ItemMake] or {}) do
for k, v in pairs(craftable[ItemMake]) do
for _, b in pairs(stashItems or {}) do
if k == b.name then
itemRemove[k] = v
@@ -494,8 +583,8 @@ RegisterNetEvent(getScript()..":Crafting:GetItem", function(ItemMake, craftable,
end
stashRemoveItem(stashItems, stashName, itemRemove)
else
if craftable then
for k, v in pairs(craftable[ItemMake] or {}) do
if craftable[ItemMake] then
for k, v in pairs(craftable[ItemMake]) do
removeItem(tostring(k), v, src)
end
end

View File

@@ -5,6 +5,114 @@
various frameworks: QB, OX, GTA, and ESX.
]]
-- Text system handlers
local textHandlers = {
qb = {
show =
function(text, image)
if image then
text = '<img src="'..(radarTable[image] or "")..'" style="width:12px;height:12px">'..text
end
exports[QBExport]:DrawText(text, 'left')
end,
hide =
function()
exports[QBExport]:HideText()
end,
},
ox = {
show =
function(input, image, oxStyleTable)
local inputCount = #input
for i = 1, inputCount do
input[i] = input[i] .. (i ~= inputCount and " \n" or "")
end
lib.showTextUI(table.concat(input), {
icon = (image and radarTable[image] or image) or nil,
position = 'left-center',
style = oxStyleTable
})
end,
hide =
function()
lib.hideTextUI()
end,
},
lation = {
show =
function(input, image)
local inputCount = #input
for i = 1, inputCount do
input[i] = input[i] .. (i ~= inputCount and " \n" or "")
end
exports.lation_ui:showText({
description = table.concat(input),
keybind = nil,
icon = (image and radarTable[image] or image) or nil,
iconColor = '#3B82F6',
position = 'left-center'
})
end,
hide =
function()
exports.lation_ui:hideText()
end,
},
esx = {
show =
function(text, image)
if image then
text = '<img src="'..(radarTable[image] or "")..'" style="width:12px;height:12px">'..text
end
ESX.TextUI(text, nil)
end,
hide =
function()
ESX.HideUI()
end,
},
gta = {
show =
function(input, image, style)
local text = ""
for i = 1, #input do
if input[i] ~= "" then
text = text .. input[i] .. "\n~s~"
end
end
if image then
text = "~BLIP_" .. image .. "~ " .. text
end
DisplayHelpMsg(text:gsub("%:", ":~" .. (style or "g") .. "~"))
end,
hide =
function()
ClearAllHelpMessages()
end,
},
red = {
show =
function(input)
local text = ""
for i = 1, #input do
if input[i] ~= "" then
text = text .. input[i] .. "\n~q~"
end
end
TriggerEvent("jim-redui:DrawText", text)
end,
hide =
function()
TriggerEvent("jim-redui:HideText")
end,
}
}
--- Displays text on the screen using the configured draw text system.
---
--- Depending on Config.System.drawText, this function will use different methods to
@@ -20,58 +128,33 @@
--- drawText("img_link", { "Test line 1", "Test Line 2" }, "~g~")
--- ```
function drawText(image, input, style, oxStyleTable)
local text = ""
if not radarTable then radarTable = {} end
if Config.System.drawText == "qb" then
-- Concatenate lines for QB system with HTML line breaks.
local systemType = Config.System.drawText
local handler = textHandlers[systemType]
if not handler then return end
if systemType == "qb" or systemType == "esx" then
-- Concatenate lines for QB/ESX system with HTML line breaks.
local text = ""
for i = 1, #input do
text = text..input[i].."</span>"..(input[i + 1] and "<br>" or "")
text = text .. input[i] .. "</span>" .. (input[i + 1] and "<br>" or "")
end
text = text:gsub("%:", ":<span style='color:yellow'>")
if image then
text = '<img src="'..(radarTable[image] or "")..'" style="width:12px;height:12px">'..text
end
exports[QBExport]:DrawText(text, 'left')
handler.show(text, image)
elseif Config.System.drawText == "ox" then
-- Append newline spacing to each input line.
for k, v in pairs(input) do
input[k] = v.." \n"
end
lib.showTextUI(table.concat(input), { icon = (image and radarTable[image] or image) or nil, position = 'left-center', style = oxStyleTable })
elseif systemType == "ox" then
handler.show(input, image, oxStyleTable)
elseif Config.System.drawText == "gta" then
-- Concatenate input lines and apply GTA style formatting.
for i = 1, #input do
if input[i] ~= "" then
text = text..input[i].."\n~s~"
end
end
if image then
text = "~BLIP_"..image.."~ "..text
end
DisplayHelpMsg(text:gsub("%:", ":~"..(style or "g").."~"))
elseif systemType == "lation" then
handler.show(input, image)
elseif Config.System.drawText == "esx" then
-- ESX-based text UI uses similar HTML formatting as QB.
for i = 1, #input do
text = text..input[i].."</span>"..(input[i + 1] and "<br>" or "")
end
text = text:gsub("%:", ":<span style='color:yellow'>")
if image then
text = '<img src="'..(radarTable[image] or "")..'" style="width:12px;height:12px">'..text
end
ESX.TextUI(text, nil)
elseif Config.System.drawText == "red" then
-- Concatenate input lines and apply GTA style formatting.
for i = 1, #input do
if input[i] ~= "" then
text = text..input[i].."\n~q~"
end
end
TriggerEvent("jim-redui:DrawText", text)
elseif systemType == "gta" then
handler.show(input, image, style)
elseif systemType == "red" then
handler.show(input)
end
end
@@ -84,15 +167,8 @@ end
--- hideText()
--- ```
function hideText()
if Config.System.drawText == "qb" then
exports[QBExport]:HideText()
elseif Config.System.drawText == "ox" then
lib.hideTextUI()
elseif Config.System.drawText == "gta" then
ClearAllHelpMessages()
elseif Config.System.drawText == "esx" then
ESX.HideUI()
elseif Config.System.drawText == "red" then
TriggerEvent("jim-redui:HideText")
local handler = textHandlers[Config.System.drawText]
if handler and handler.hide then
handler.hide()
end
end

View File

@@ -7,7 +7,10 @@ function AlienEffect()
Wait(math.random(5000, 8000))
local Ped = PlayerPedId()
local animDict = "MOVE_M@DRUNK@VERYDRUNK"
loadAnimDict(animDict)
RequestAnimSet(animDict)
while not HasAnimSetLoaded(animDict) do
Wait(100)
end
SetPedCanRagdoll(Ped, true)
ShakeGameplayCam('DRUNK_SHAKE', 2.80)
SetTimecycleModifier("Drunk")

View File

@@ -56,6 +56,14 @@ function isServer()
return IsDuplicityVersion()
end
--- Allows the user to check if an export exists before trying to call it
--- @return boolean boolean True if it exists
---@usage
--- ```lua
--- if checkExportExists("qb-inventory", "OpenInventory") then
--- exports["qb-inventory"]:OpenInventory()
--- end
--- ```
function checkExportExists(resource, export)
if not resource or not export then return false end
@@ -73,8 +81,6 @@ function checkExportExists(resource, export)
end
end
-------------------------------------------------------------
-- Debugging and JSON Utilities
-------------------------------------------------------------
@@ -182,6 +188,7 @@ function GetPrintTime()
local hour, min, sec = os.date('%H'), os.date('%M'), os.date('%S')
return "^7("..string.format("%02d", hour)..":"..string.format("%02d", min)..":"..string.format("%02d", sec)..")"
else
if gameName == "rdr3" then return "" end
local _, _, _, hour, min, sec = GetLocalTime()
return "^7("..string.format("%02d", hour)..":"..string.format("%02d", min)..":"..string.format("%02d", sec)..")"
end
@@ -226,9 +233,9 @@ end
function cv(amount)
local formatted = tostring(amount or "0")
while true do
formatted, k = string.gsub(formatted, "^(-?%d+)(%d%d%d)", '%1,%2')
if k == 0 then break end
Wait(0)
local newFormatted, count = formatted:gsub("^(-?%d+)(%d%d%d)", '%1,%2')
if count == 0 then break end
formatted = newFormatted
end
return formatted
end
@@ -243,13 +250,14 @@ end
--- ```
function formatCoord(coord)
local vecType = type(coord):gsub("tor", "")
local components = {
[1] = coord.x and ("^6"..string.format("%.1f", coord.x)) or "",
[2] = coord.y and ("^7, ^6"..string.format("%.1f", coord.y)) or "",
[3] = coord.z and ("^7, ^6"..string.format("%.1f", coord.z)) or "",
[4] = coord.w and ("^7, ^6"..string.format("%.1f", coord.w)) or "",
}
return "^5"..vecType.."^7("..components[1]..components[2]..components[3]..components[4].."^7)"
local parts = {}
if coord.x then parts[#parts + 1] = string.format("^6%.1f", coord.x) end
if coord.y then parts[#parts + 1] = string.format("^6%.1f", coord.y) end
if coord.z then parts[#parts + 1] = string.format("^6%.1f", coord.z) end
if coord.w then parts[#parts + 1] = string.format("^6%.1f", coord.w) end
return string.format("^5%s^7(%s^7)", vecType, table.concat(parts, "^7, "))
end
--- Calculates the center point of a list of coordinates.
@@ -261,13 +269,17 @@ end
--- print("Center of Zones:", center)
--- ```
function getCenterOfZones(tbl)
local count = #tbl
if count == 0 then return vector3(0, 0, 0) end
local totalX, totalY, totalZ = 0, 0, 0
for _, coord in ipairs(tbl) do
for i = 1, count do
local coord = tbl[i]
totalX = totalX + coord.x
totalY = totalY + coord.y
totalZ = totalZ + coord.z
end
local count = #tbl
return vector3(totalX / count, totalY / count, totalZ / count)
end
@@ -280,9 +292,9 @@ end
--- print("Number of keys:", count)
--- ```
function countTable(tbl)
local i = 0
for _ in pairs(tbl) do i += 1 end
return i
local count = 0
for _ in pairs(tbl) do count = count + 1 end
return count
end
--- Returns an iterator over a table's keys in sorted order.
@@ -299,7 +311,19 @@ function pairsByKeys(t)
print("^1Error^7: ^3Nil ^2table recieved for ^3pairsByKeys^7(), ^2setting to ^7{} ^2to prevent break^7")
t = {}
end
local a = {} for n in pairs(t) do a[#a+1] = n end table.sort(a) local i = 0 local iter = function() i += 1 if a[i] == nil then return nil else return a[i], t[a[i]] end end return iter
local keys = {}
for key in pairs(t) do
keys[#keys + 1] = key
end
table.sort(keys)
local index = 0
return function()
index = index + 1
local key = keys[index]
return key, t[key]
end
end
--- Creates a new table with consecutive numerical indices sorted by the 'id' field.
@@ -313,15 +337,18 @@ end
--- end
--- ```
function createConsecutiveTable(originalTable)
local sortedEntries = {}
for _, entry in pairs(originalTable) do table.insert(sortedEntries, entry) end
table.sort(sortedEntries, function(a, b) return a.id < b.id end)
local newTable = {}
for newIndex, entry in ipairs(sortedEntries) do
entry.id = newIndex
newTable[newIndex] = entry
local entries = {}
for _, entry in pairs(originalTable) do
entries[#entries + 1] = entry
end
return newTable
table.sort(entries, function(a, b) return a.id < b.id end)
for index, entry in ipairs(entries) do
entry.id = index
end
return entries
end
--- Concatenates a table of strings into a single string separated by newlines.
@@ -333,11 +360,7 @@ end
--- print(combinedText)
--- ```
function concatenateText(tbl)
local result = ""
for i = 1, #tbl do
result = result..tbl[i]..(i < #tbl and "\n" or "")
end
return result
return table.concat(tbl, "\n")
end
--- Converts a rotation (degrees) to a direction vector.
@@ -349,11 +372,14 @@ end
--- print(direction)
--- ```
function RotationToDirection(rot)
local adjust = math.pi / 180
local radianConvert = math.pi / 180
local rotX, rotZ = radianConvert * rot.x, radianConvert * rot.z
local cosX = math.abs(math.cos(rotX))
return vec3(
-math.sin(adjust * rot.z) * math.abs(math.cos(adjust * rot.x)),
math.cos(adjust * rot.z) * math.abs(math.cos(adjust * rot.x)),
math.sin(adjust * rot.x)
-math.sin(rotZ) * cosX,
math.cos(rotZ) * cosX,
math.sin(rotX)
)
end
@@ -366,11 +392,9 @@ end
--- print(bar)
--- ```
function basicBar(percentage)
local perc = math.ceil(percentage)
local total = 10
local filled = math.floor((perc / 100) * total)
local empty = total - filled
return string.rep("", filled)..string.rep("", empty)
local filled = math.floor(math.min(math.max(percentage, 0), 100) / 100 * total)
return string.rep("", filled) .. string.rep("", total - filled)
end
--- Normalizes a 3D vector.
@@ -382,12 +406,8 @@ end
--- print(normalizedVec)
--- ```
function normalizeVector(vec)
local len = math.sqrt(vec.x^2 + vec.y^2 + vec.z^2)
if len ~= 0 then
return vec3(vec.x / len, vec.y / len, vec.z / len)
else
return vec3(0, 0, 0)
end
local length = math.sqrt(vec.x * vec.x + vec.y * vec.y + vec.z * vec.z)
return length > 0 and vec3(vec.x / length, vec.y / length, vec.z / length) or vec3(0, 0, 0)
end
-------------------------------------------------------------
@@ -403,16 +423,15 @@ end
--- drawLine(vector3(100, 200, 300), vector3(150, 250, 350), vector4(255, 0, 0, 255))
--- ```
function drawLine(startCoords, endCoords, col)
if debugMode then
CreateThread(function()
local count = 1000
while count >= 0 do
DrawLine(startCoords.x, startCoords.y, startCoords.z, endCoords.x, endCoords.y, endCoords.z, col.x, col.y, col.z, col.w)
count -= 10
Wait(0)
end
end)
end
if not debugMode then return end
local col = col or vec4(255, 255, 255, 150)
CreateThread(function()
for i = 100, 0, -1 do
DrawLine(startCoords.x, startCoords.y, startCoords.z, endCoords.x, endCoords.y, endCoords.z, col.x, col.y, col.z, col.w)
Wait(0)
end
end)
end
--- Draws a sphere at the specified coordinates (for debugging).
@@ -423,16 +442,15 @@ end
--- drawSphere(vector3(100, 200, 300), vector4(0, 255, 0, 255))
--- ```
function drawSphere(coords, col)
if debugMode then
CreateThread(function()
local count = 1000
while count >= 0 do
DrawSphere(coords.x, coords.y, coords.z, 0.5, col.x, col.y, col.z, col.w)
count -= 1
Wait(10)
end
end)
end
if not debugMode then return end
local col = col or vec4(255, 255, 255, 150)
CreateThread(function()
for i = 100, 0, -1 do
DrawSphere(coords.x, coords.y, coords.z, 0.5, col.x, col.y, col.z, col.w)
Wait(10)
end
end)
end
--- Performs a raycast between two coordinates and returns the results.
@@ -450,15 +468,15 @@ end
--- end
--- ```
function PerformRaycast(startCoords, endCoords, entity, flags)
drawLine(startCoords, endCoords, vec4(0,0,255,255))
local val1, val2, val3, val4, val5, val6 = GetShapeTestResult(
StartExpensiveSynchronousShapeTestLosProbe(
startCoords.x, startCoords.y, startCoords.z,
endCoords.x, endCoords.y, endCoords.z,
flags or 4294967295, entity, 0
)
drawLine(startCoords, endCoords, vec4(0, 0, 255, 255))
local shapeTest = StartExpensiveSynchronousShapeTestLosProbe(
startCoords.x, startCoords.y, startCoords.z,
endCoords.x, endCoords.y, endCoords.z,
flags or 4294967295, entity, 4
)
return val1, val2, val3, val4, val5, val6
return GetShapeTestResult(shapeTest)
end
--- Adjusts the Z-coordinate of a position to the ground level.
@@ -470,16 +488,34 @@ end
--- print("Ground Position:", groundCoords)
--- ```
function adjustForGround(coords)
local foundGround, zPos = GetGroundZFor_3dCoord(coords.x, coords.y, coords.z + 1.0)
local foundGround, groundZ = GetGroundZFor_3dCoord(coords.x, coords.y, coords.z + 1.0)
if foundGround then
if coords.w then
return vec4(coords.x, coords.y, zPos, coords.w)
else
return vec3(coords.x, coords.y, zPos)
end
else
return coords
return coords.w and vec4(coords.x, coords.y, groundZ, coords.w) or vec3(coords.x, coords.y, groundZ)
end
return coords
end
local function waitForNetworkEntity(netId, converter, timeout)
timeout = timeout or 100
while not NetworkDoesNetworkIdExist(netId) and timeout > 0 do
timeout = timeout - 1
Wait(10)
end
if not NetworkDoesNetworkIdExist(netId) then return 0 end
local entity = converter(netId)
timeout = 100
while not DoesEntityExist(entity) and entity ~= 0 and timeout > 0 do
timeout = timeout - 1
Wait(10)
end
return DoesEntityExist(entity) and entity or 0
end
--- Ensures a network vehicle exists from its network ID.
@@ -493,21 +529,7 @@ end
--- end
--- ```
function ensureNetToVeh(vehNetID)
--debugPrint("^6Bridge^7: ^3ensureNetToVeh^7: ^2Requesting NetworkDoesNetworkIdExist^7(^6"..vehNetID.."^7)")
local timeout = 100
while not NetworkDoesNetworkIdExist(vehNetID) and timeout > 0 do
timeout -= 1
Wait(10)
end
if not NetworkDoesNetworkIdExist(vehNetID) then return 0 end
timeout = 100
local vehicle = NetToVeh(vehNetID)
while not DoesEntityExist(vehicle) and vehicle ~= 0 and timeout > 0 do
timeout -= 1
Wait(10)
end
if not DoesEntityExist(vehicle) then return 0 end
return vehicle
return waitForNetworkEntity(vehNetID, NetToVeh)
end
--- Ensures a network entity exists from its network ID.
@@ -521,21 +543,7 @@ end
--- end
--- ```
function ensureNetToEnt(entNetID)
--debugPrint("^6Bridge^7: ^3ensureNetToEnt^7: ^2Requesting NetworkDoesNetworkIdExist^7(^6"..entNetID.."^7)")
local timeout = 100
while not NetworkDoesNetworkIdExist(entNetID) and timeout > 0 do
timeout -= 1
Wait(10)
end
if not NetworkDoesNetworkIdExist(entNetID) then return 0 end
timeout = 100
local entity = NetworkGetEntityFromNetworkId(entNetID)
while not DoesEntityExist(entity) and entity ~= 0 and timeout > 0 do
timeout -= 1
Wait(10)
end
if not DoesEntityExist(entity) then return 0 end
return entity
return waitForNetworkEntity(entNetID, NetworkGetEntityFromNetworkId)
end
function sendLog(text)
@@ -580,11 +588,96 @@ RegisterNetEvent(getScript()..":server:sendlog", sendServerLog)
-- local hungerAmount = GetRandomTiming(hunger)
-- print(hungerAmount) -- number between 10, 20
function GetRandomTiming(tbl)
if type(tbl) == "table" then
return math.random(tbl[1], tbl[2])
else
return tbl
end
return type(tbl) == "table" and math.random(tbl[1], tbl[2]) or tbl
end
-------------------------------------------------------------
-- Player Movement
-------------------------------------------------------------
--- Instantly turns an entity to face a target (entity or coordinates) without animation.
---
--- @param ent number|nil The Ped to turn (defaults to player's Ped if nil).
--- @param ent2 number|vector3|nil The target entity or coordinates to face.
---
--- @usage
--- ```lua
--- instantLookEnt(nil, vector3(200.0, 300.0, 40.0))
--- instantLookEnt(ped1, ped2)
--- ```
function instantLookEnt(ent, ent2)
local ped = ent or PlayerPedId()
local p1 = GetEntityCoords(ped, true)
local p2 = type(ent2) == "vector3" and ent2 or GetEntityCoords(ent2, true)
local dx = p2.x - p1.x
local dy = p2.y - p1.y
local heading = GetHeadingFromVector_2d(dx, dy)
debugPrint("^6Bridge^7: ^1Forced ^2Turning Player to^7: '^6"..formatCoord(p2).."^7'")
SetEntityHeading(ped, heading)
end
--- Makes the player look towards a specific target with an animated turn.
---
--- If the player is not already facing the target (entity or coordinates), a turning animation is triggered.
---
--- @param entity number|vector3|vector4|nil The target to look at.
---
--- @usage
--- ```lua
--- lookEnt(vector3(200.0, 300.0, 40.0))
--- lookEnt(pedEntity)
--- ```
function lookEnt(entity)
local ped = PlayerPedId()
if entity then
if type(entity) == "vector3" or type(entity) == "vector4" then
if not IsPedHeadingTowardsPosition(ped, entity.xyz, 30.0) then
TaskTurnPedToFaceCoord(ped, entity.xyz, 1500)
debugPrint("^6Bridge^7: ^2Turning Player to^7: '^6"..formatCoord(entity).."^7'")
Wait(1500)
end
-- Make players head face the coord for 5 seconds
TaskLookAtCoord(ped, entity.x, entity.y, entity.z, 5000, 1, 1)
else
if DoesEntityExist(entity) then
local entCoords = GetEntityCoords(entity)
if not IsPedHeadingTowardsPosition(ped, entCoords, 30.0) then
TaskTurnPedToFaceCoord(ped, entCoords, 1500)
debugPrint("^6Bridge^7: ^2Turning Player to^7: '^6"..entity.."^7' - '"..formatCoord(entCoords).."^7'")
Wait(1500)
end
-- Make players head face the coord for 5 seconds
TaskLookAtEntity(ped, entity, 5000, 1, 1)
end
end
end
end
-- Function to clone tables, to use when referencing tables that need to be hard set
function cloneTable(obj, opts, seen)
if type(obj) ~= "table" then return obj end
seen = seen or {}
if seen[obj] then return seen[obj] end
local copy = {}
seen[obj] = copy
-- Copy entries
for k, v in pairs(obj) do
local k2 = (opts and opts.copy_keys) and cloneTable(k, opts, seen) or k
copy[k2] = cloneTable(v, opts, seen)
end
-- Preserve metatable unless told not to
if not (opts and opts.strip_meta) then
local mt = getmetatable(obj)
if mt ~= nil then setmetatable(copy, mt) end
end
return copy
end
-------------------------------------------------------------
@@ -820,9 +913,9 @@ local materials = {
--- local matHash, matName = GetGroundMaterialAtPosition(vector3(100,200,300))
--- print("Material:", matName)
--- ```
function GetGroundMaterialAtPosition(coords)
local endX, endY, endZ = coords.x, coords.y, coords.z - 1.0
local rayHandle = StartShapeTestCapsule(coords.x, coords.y, coords.z, endX, endY, endZ, 1.0, 1, playerPed, 7)
function GetGroundMaterialAtPosition(coords, Ped)
local endCoords = vec3(coords.x, coords.y, coords.z - 1.1)
local rayHandle = StartShapeTestCapsule(coords.x, coords.y, coords.z, endCoords.x, endCoords.y, endCoords.z, 1.0, 1, Ped or PlayerPedId(), 7)
local _, hit, _, _, materialHash, _ = GetShapeTestResultIncludingMaterial(rayHandle)
local materialName = "Unknown"
for k, v in pairs(materials) do
@@ -868,4 +961,18 @@ end
function GetEntityForwardVector(entity)
local heading = math.rad(GetEntityHeading(entity) + 90)
return vec3(math.cos(heading), math.sin(heading), 0.0)
end
function adjustMinMaxZ(coord, table)
local table = table
local adMinZ, adMaxZ = false, false
if table.minZ > (coord.z + 0.1) then
adMinZ = true
table.minZ = (coord.z - 1.05)
end
if table.maxZ < (coord.z - 0.1) then
adMinZ = true
table.maxZ = (coord.z + 0.80)
end
return table.minZ, table.maxZ, adMinZ, adMaxZ
end

View File

@@ -64,6 +64,7 @@ function createInput(title, opts)
label = (opts[i].label or opts[i].text)..(opts[i].txt and " - "..opts[i].txt or ""),
isRequired = opts[i].isRequired,
name = opts[i].name,
default = opts[i].default,
options = opts[i].options,
}
end
@@ -138,6 +139,98 @@ function createInput(title, opts)
)
return dialog
elseif Config.System.Menu == "lation" then
for i in pairs(opts) do
currentNum += 1
if opts[i] == nil then currentNum -= 1 goto skip end
if opts[i].type == "radio" then
for k in pairs(opts[i].options) do
opts[i].options[k].label = opts[i].options[k].text
end
options[currentNum] = {
type = "select",
required = opts[i].isRequired,
label = opts[i].label or opts[i].text,
name = opts[i].name,
default = opts[i].default or opts[i].options[1].value,
options = opts[i].options,
}
end
if opts[i].type == "number" then
options[currentNum] = {
type = opts[i].type,
label = opts[i].label or opts[i].text,
description = opts[i].txt and " - "..opts[i].txt or "",
required = opts[i].isRequired,
name = opts[i].name,
options = opts[i].options,
}
end
if opts[i].type == "text" then
options[currentNum] = {
type = "input",
label = opts[i].label or opts[i].text,
description = (opts[i].txt and " - "..opts[i].txt or ""),
placeholder = opts[i].default,
required = opts[i].isRequired,
}
end
if opts[i].type == "select" then
options[currentNum] = {
type = opts[i].type,
label = opts[i].label or opts[i].text,
description = opts[i].txt and " - "..opts[i].txt or "",
required = opts[i].isRequired,
name = opts[i].name,
options = opts[i].options,
min = opts[i].min,
max = opts[i].max,
default = opts[i].default,
}
end
if opts[i].type == "checkbox" then
for k in pairs(opts[i].options) do
if options[currentNum] then currentNum += 1 end
options[currentNum] = {
type = opts[i].type,
label = opts[i].options[k].text..(opts[i].txt and " - "..opts[i].txt or ""),
name = opts[i].options[k].value,
}
end
end
if opts[i].type == "color" then
options[currentNum] = {
type = opts[i].type,
label = opts[i].label,
required = opts[i].isRequired,
format = opts[i].format,
default = opts[i].default,
}
end
if opts[i].type == "slider" then
options[currentNum] = {
type = opts[i].type,
label = opts[i].label,
required = opts[i].required,
min = opts[i].min,
max = opts[i].max,
default = opts[i].default,
}
end
::skip::
end
local dialog = exports.lation_ui:input({
title = title,
submitText = "Accept",
options = options
})
return dialog
elseif Config.System.Menu == "gta" then
WarMenu.CreateMenu(tostring(opts),
title,

View File

@@ -1,246 +0,0 @@
-------------------------------------------------------------
-- Item Availability & Inventory Retrieval
-------------------------------------------------------------
---
--- Locks or unlocks the player's inventory.
--- Freezes/unfreezes the player's position, sets inventory busy state, and toggles hotbar usage.
---
--- @param toggle boolean True to lock inventory; false to unlock.
---
--- @usage
--- ```lua
--- lockInv(true) -- Lock inventory.
--- lockInv(false) -- Unlock inventory.
--- ```
function lockInv(toggle)
FreezeEntityPosition(PlayerPedId(), toggle)
LocalPlayer.state:set("inv_busy", toggle, true)
LocalPlayer.state:set("invBusy", toggle, true)
TriggerEvent('inventory:client:busy:status', toggle)
TriggerEvent('canUseInventoryAndHotbar:toggle', not toggle)
end
--- Checks if a player has the specified items in their inventory.
---
--- Verifies whether the required quantities are present. Returns a boolean and a table of details.
---
--- @param items string|table A single item name or table with required amounts.
--- @param amount number The required quantity (default 1).
--- @param src number|nil Player source ID (defaults to caller).
--- @return boolean boolean True if all items are available; otherwise, false.
--- @return table|nil table Table detailing counts for each item.
---
---@usage
--- ```lua
--- local hasAll, details = hasItem({"health_potion", "mana_potion"}, 2, playerId)
--- if hasAll then
--- -- Proceed with action
--- else
--- -- Inform the player about missing items
--- end
--- ```
function hasItem(items, amount, src)
local amount = amount and amount or 1
local grabInv, foundInv = getPlayerInv(src)
if type(items) ~= "table" then items = { [items] = amount and amount or 1, } end
if grabInv then
local hasTable = {}
for item, amt in pairs(items) do
if not Items[item] then print("^4ERROR^7: ^2Script can't find ingredient item in Shared Items - ^1"..item.."^7") end
local count = 0
for _, itemData in pairs(grabInv) do
--jsonPrint(itemData)
if itemData and itemData.name == item then
count += (itemData.amount or itemData.count or 1)
end
end
foundInv = foundInv:gsub("%-", "^7-^6"):gsub("%_", "^7_^6")
local foundMessage = "^6Bridge^7: ^3hasItem^7[^6"..foundInv.."^7]: "..tostring(item).." ^3"..count.."^7/^3"..amt
if count >= amt then foundMessage = foundMessage.." ^5FOUND^7" else foundMessage = foundMessage .." ^1NOT FOUND^7" end
debugPrint(foundMessage)
hasTable[item] = { hasItem = count >= amt, count = count }
end
for k, v in pairs(hasTable) do
if not v.hasItem then
return false, hasTable
end
end
return true, hasTable
end
-- if can't find inventory, return false
print("^1Error^7: ^1Can't find players inventory for some reason")
return false, {}
end
--- Retrieves a player's inventory based on the active inventory system.
---
--- @param src number|nil The player source ID (if nil, retrieves current player's inventory).
--- @return table|nil table The inventory items.
--- @return string|nil string The name of the inventory system.
---
---@usage
--- ```lua
--- local inventory, system = getPlayerInv(playerId)
--- if inventory then
--- -- Process inventory
--- end
--- ```
function getPlayerInv(src)
local grabInv = nil
local foundInv = ""
if isStarted(OXInv) then
foundInv = OXInv
if src then
grabInv = exports[OXInv]:GetInventoryItems(src)
else
grabInv = exports[OXInv]:GetPlayerItems()
end
elseif isStarted(QSInv) then
foundInv = QSInv
if src then
grabInv = exports[QSInv]:GetInventory(src)
else
grabInv = exports[QSInv]:getUserInventory()
end
elseif isStarted(OrigenInv) then
foundInv = OrigenInv
if src then
grabInv = exports[OrigenInv]:getInventory(src)
else
grabInv = exports[OrigenInv]:getInventory()
end
elseif isStarted(CoreInv) then
foundInv = CoreInv
if src then
grabInv = exports[CoreInv]:getInventory(src)
else
grabInv = exports[CoreInv]:getInventory()
end
elseif isStarted(CodeMInv) then
foundInv = CodeMInv
if src then
grabInv = exports[CodeMInv]:GetInventory(getPlayer(src).citizenId, src)
else
grabInv = exports[CodeMInv]:getUserInventory()
end
elseif isStarted(TgiannInv) then
foundInv = TgiannInv
if src then
grabInv = exports[TgiannInv]:GetPlayerItems(src)
else
grabInv = exports[TgiannInv]:GetPlayerItems()
end
elseif isStarted(JPRInv) then
foundInv = JPRInv
if src then
grabInv = Core.Functions.GetPlayer(src).PlayerData.items
else
grabInv = Core.Functions.GetPlayerData().items
end
elseif isStarted(QBInv) then
foundInv = QBInv
if src then
grabInv = Core.Functions.GetPlayer(src).PlayerData.items
else
grabInv = Core.Functions.GetPlayerData().items
end
elseif isStarted(PSInv) then
foundInv = PSInv
if src then
grabInv = Core.Functions.GetPlayer(src).PlayerData.items
else
grabInv = Core.Functions.GetPlayerData().items
end
elseif ESX and isStarted(ESXExport) then
foundInv = ESX
if src then
local xPlayer = ESX.GetPlayerFromId(src)
grabInv = xPlayer.inventory
else
local xPlayer = ESX.GetPlayerData() -- Client side, if available
grabInv = xPlayer.inventory
end
elseif isStarted(RSGInv) then
foundInv = RSGInv
if src then
grabInv = Core.Functions.GetPlayer(src).PlayerData.items
else
grabInv = Core.Functions.GetPlayerData().items
end
else
print("^4ERROR^7: ^2No Inventory detected ^7- ^2Check ^3starter^1.^2lua^7")
end
return grabInv, foundInv
end
function isInventoryOpen()
return IsNuiFocused()
end
-------------------------------------------------------------
-- Item Image Retrieval
-------------------------------------------------------------
--- Retrieves the NUI link for an item's image from the active inventory system.
---
--- @param item string The item name.
--- @return string string A `nui://` link to the item's image, or an empty string if not found.
---
--- @usage
--- ```lua
--- local imageLink = invImg("health_potion")
--- if imageLink ~= "" then print(imageLink) end
--- ```
function invImg(item)
local imgLink = ""
if item ~= "" and Items[item] then
if isStarted(OXInv) then
imgLink = "nui://"..OXInv.."/web/images/"..(Items[item].image or "")
elseif isStarted(QSInv) then
imgLink = "nui://"..QSInv.."/html/images/"..(Items[item].image or "")
elseif isStarted(CoreInv) then
imgLink = "nui://"..CoreInv.."/html/img/"..(Items[item].image or "")
elseif isStarted(CodeMInv) then
imgLink = "nui://"..CodeMInv.."/html/itemimages/"..(Items[item].image or "")
elseif isStarted(OrigenInv) then
imgLink = "nui://"..OrigenInv.."/html/img/"..(Items[item].image or "")
elseif isStarted(JPRInv) then
imgLink = "nui://"..JPRInv.."/html/images/"..(Items[item].image or "")
elseif isStarted(QBInv) then
imgLink = "nui://"..QBInv.."/html/images/"..(Items[item].image or "")
elseif isStarted(PSInv) then
imgLink = "nui://"..PSInv.."/html/images/"..(Items[item].image or "")
elseif isStarted(TgiannInv) then
imgLink = "nui://inventory_images/images/"..(Items[item].image or "")
elseif isStarted(RSGInv) then
imgLink = "nui://"..RSGInv.."/html/images/"..(Items[item].image or "")
else
print("^4ERROR^7: ^2No Inventory detected for invImg - Check starter.lua")
end
end
return imgLink
end

View File

@@ -73,8 +73,8 @@ if not isServer() then
--- local isPlayerAnimal = isAnimal()
--- local isSpecificPedAnimal = isAnimal(somePedEntity)
--- ```
function isPedAnimal(ped)
local PedModel = GetEntityModel(ped or PlayerPedId())
function isPedAnimal(Ped)
local PedModel = GetEntityModel(Ped or PlayerPedId())
for _, animalCategory in pairs(AnimalPeds) do
for animalModelHash, _ in pairs(animalCategory) do
if PedModel == animalModelHash then
@@ -105,8 +105,8 @@ if not isServer() then
--- print("Driver is a cat!")
--- end
--- ```
function isCat(ped)
local PedModel = GetEntityModel(ped or PlayerPedId())
function isCat(Ped)
local PedModel = GetEntityModel(Ped or PlayerPedId())
for modelHash, _ in pairs(AnimalPeds.CatPeds) do
if PedModel == modelHash then
debugPrint("^4isAnimal^7: ^2Ped is ^4Cat")
@@ -148,8 +148,8 @@ if not isServer() then
--- end
--- end
--- ```
function isDog(ped)
local PedModel = GetEntityModel(ped or PlayerPedId())
function isDog(Ped)
local PedModel = GetEntityModel(Ped or PlayerPedId())
for modelHash, _ in pairs(AnimalPeds.BigDogs) do
if PedModel == modelHash then
debugPrint("^4isAnimal^7: ^2Ped is ^4Dog")
@@ -199,8 +199,8 @@ if not isServer() then
--- local getAnim = getAnimalAnims(ped)
--- playAnim(getAnim.sitDict, getAnim.sitAnim, -1, 1)
--- ```
function getAnimalAnims(ped)
local model = GetEntityModel(ped)
function getAnimalAnims(Ped)
local model = GetEntityModel(Ped)
local animalTable = {}
for _, animalCategory in pairs(AnimalPeds) do
for k, v in pairs(animalCategory) do
@@ -284,4 +284,4 @@ AnimalPeds = {
[`a_c_rhesus`] = { deathAnim = "dead", deathDict = "dead_a", exitAnim = "get_up@sat_on_floor@to_stand", exitDict = "getup_0" },
[`ft-capmonkey2`] = { deathAnim = "dead_right", deathDict = "creatures@pug@move", exitAnim = "getup_r", exitDict = "creatures@pug@getup", sitAnim = "base", sitDict = "creatures@pug@amb@world_dog_sitting@base" },
}
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -9,6 +9,73 @@
and teleporting via doors.
]]
local bossMenuFunc = {
{ name = "qb-management",
openBossMenu = function(isGang, group)
if isGang then
TriggerEvent("qb-gangmenu:client:OpenMenu")
else
TriggerEvent("qb-bossmenu:client:OpenMenu")
end
end,
},
{ name = "qbx_management",
openBossMenu = function(isGang, group)
if isGang then
exports["qbx_management"]:OpenBossMenu("gang")
else
exports["qbx_management"]:OpenBossMenu("job")
end
end,
},
{ name = "esx_society",
openBossMenu = function(isGang, group)
TriggerServerEvent(getScript()..":registerESXSociety", isGang, group)
TriggerEvent('esx_society:openBossMenu', group, function() end, { wash = false })
end,
},
{ name = "tss-bossmenu",
openBossMenu = function(isGang, group)
TriggerEvent("tss-bossmenu:client:OpenMenu")
end,
},
{ name = "okokBossMenu",
openBossMenu = function(isGang, group)
ExecuteCommand('openbossmenu')
end,
},
}
function openBossMenu(isGang, group)
for i = 1, #bossMenuFunc do
local bossmenu = bossMenuFunc[i]
if isStarted(bossmenu.name) then
bossmenu.openBossMenu(isGang, group)
return
end
end
end
-- Register ESX Society account in the server
RegisterNetEvent(getScript()..":registerESXSociety", function(group)
local checkExist = exports.esx_society:GetSociety(group)
if checkExist == nil then
exports.esx_society:registerSociety(
group,
Gangs[group] and Gangs[group].label or Jobs[group] and Jobs[group].label,
group,
group,
group,
{type = "public"}
)
end
end)
-------------------------------------------------------------
-- Global Duty Status
-------------------------------------------------------------
@@ -100,21 +167,58 @@ end
--- toggleDuty() -- Player receives a notification of their new duty status.
--- ```
function toggleDuty()
if isStarted(QBExport) or isStarted(QBXExport) then
TriggerServerEvent("QBCore:ToggleDuty")
Wait(100)
onDuty = getPlayer().onDuty
elseif isStarted(RSGExport) then
TriggerServerEvent("RSGCore:ToggleDuty")
Wait(100)
onDuty = getPlayer().onDuty
else
if onDuty then
triggerNotify(nil, "Now on duty", "success")
else
triggerNotify(nil, "Now off duty", "success")
local dutyFunc = {
{ framework = QBExport,
func = function()
TriggerServerEvent("QBCore:ToggleDuty")
Wait(100)
onDuty = getPlayer().onDuty
end
},
{ framework = QBXExport,
func = function()
TriggerServerEvent("QBCore:ToggleDuty")
Wait(100)
onDuty = getPlayer().onDuty
end
},
{ framework = RSGExport,
func = function()
TriggerServerEvent("RSGCore:ToggleDuty")
Wait(100)
onDuty = getPlayer().onDuty
end
},
{ framework = ESXExport,
func = function()
local tempJob = ESX.GetPlayerData().job
tempJob.onDuty = not onDuty
ESX.SetPlayerData("job", tempJob)
onDuty = getPlayer().onDuty
if onDuty then
triggerNotify(nil, "Now on duty", "success")
else
triggerNotify(nil, "Now off duty", "success")
end
end
},
}
for i = 1, #dutyFunc do
local framework = dutyFunc[i]
if isStarted(framework.framework) then
framework.func()
return
end
end
-- fallback
onDuty = not onDuty
if onDuty then
triggerNotify(nil, "Now on duty", "success")
else
triggerNotify(nil, "Now off duty", "success")
end
end
-- Framework specific functions to keep duty status synced
@@ -230,20 +334,4 @@ function useDoor(data)
SetEntityHeading(PlayerPedId(), data.telecoords.w)
DoScreenFadeIn(1000)
Wait(100)
end
function openBossMenu(isGang, group)
if isStarted("qb-management") then
if isGang then
TriggerEvent("qb-gangmenu:client:OpenMenu")
else
TriggerEvent("qb-bossmenu:client:OpenMenu")
end
elseif isStarted("qbx_management") then
exports["qbx_management"]:OpenBossMenu(isGang and "gang" or "job")
elseif isStarted("esx_society") then
TriggerEvent('esx_society:openBossMenu', group, function() end, { wash = false })
end
end

View File

@@ -1,3 +1,5 @@
local camCache = {}
--- Creates a temporary camera at a specified position, pointing towards given coordinates.
--
-- This function creates a camera at a position relative to an entity or at a specified position and orients it to look at the target coordinates.
@@ -7,58 +9,137 @@
-- If `ent` is an entity, the camera position is calculated as an offset from the entity's position using `GetOffsetFromEntityInWorldCoords`.
-- If `ent` is a `vector3`, it is used directly as the camera's position.
--
---@param coords vector3 The target `vector3` coordinates that the camera will point at.
---@param coords vector3|entityId The target `vector3` coordinates that the camera will point at.
--
---@return cam camID The handle of the created camera, or `nil` if the camera was not created (e.g., if `Config.Crafting.craftCam` is `false`).
---@return camID number The handle of the created camera, or `nil` if the camera was not created (e.g., if `Config.Crafting.craftCam` is `false`).
--
---@usage
-- ```lua
-- local cam = createTempCam(entity, targetCoords)
-- ```
function createTempCam(ent, coords)
local cam = nil
if Config.Crafting.craftCam then
if debugMode then
triggerNotify(nil, "ModCam Created", "success")
end
local camCoords = nil
local pointCoords = nil
if type(ent) ~= "vector3" then
camCoords = GetOffsetFromEntityInWorldCoords(ent, 1.0, -0.3, 0.8)
else
camCoords = ent
local camID = nil
if Config.Crafting?.craftCam or Config.System.enableCam then
-- if not ent or coords are provided, make a basic camera to control later
if not ent and not coords then
camID = CreateCam("DEFAULT_SCRIPTED_CAMERA", true)
camCache[#camCache+1] = camID
return camID
end
cam = CreateCamWithParams("DEFAULT_SCRIPTED_CAMERA", camCoords.x, camCoords.y, camCoords.z + 0.5, 1.0, 0.0, 0.0, 60.00, false, 0)
-- if received a vector3 or vector4 use those coords for origin point, otherwrise get offset from entity
local camCoords = type(ent) ~= "number" and ent or GetOffsetFromEntityInWorldCoords(ent, 1.0, -0.3, 0.8)
if type(coords) == "number" then
SetCamCoord(cam, GetCamCoord(cam) + vec3(0, 0, 1.0))
PointCamAtEntity(cam, coords)
else
PointCamAtCoord(cam, coords)
-- Create the camera
camID = CreateCamWithParams("DEFAULT_SCRIPTED_CAMERA", camCoords.x, camCoords.y, camCoords.z + 0.5, 1.0, 0.0, 0.0, 60.00, false, 0)
camCache[#camCache+1] = camID
debugPrint("^6Bridge^7: ^2Custom Camera Created", camID)
--if type(coords) == "number" then
-- SetCamCoord(camID, GetCamCoord(camID) + vec3(0, 0, 1.0))
--end
if coords then
camLookAt(camID, coords)
end
end
return cam
return camID
end
local cacheCameraEffect = {}
local cachePrevCam = nil
--- Activates and starts rendering the temporary camera.
--
-- This function sets the specified camera as active and begins rendering it with a smooth transition.
-- The camera is only activated if `Config.Crafting.craftCam` is enabled in the configuration.
--
---@param cam camID The handle of the camera to activate and render.
---@param cam number The handle of the camera to activate and render.
---@param renderTime number The handle of the camera to activate and render.
---@param loadScene boolean The handle of the camera to activate and render.
---@param filter table The filter or postFx to render when starting the camera.
--
---@usage
-- ```lua
-- startTempCam(cam)
-- startTempCam(camID, 1000, true, { postFx = "HeistCelebEnd" })
-- ```
function startTempCam(cam)
if Config.Crafting.craftCam then
SetCamActive(cam, true)
RenderScriptCams(true, true, 1000, true, true)
function startTempCam(cam, renderTime, loadScene, filter, switchCam)
if cam and DoesCamExist(cam) then
debugPrint("Starting camera")
-- if moving from a cached previous cam, or you've sent a camre id for it to switch from, interpolate to it
if switchCam or cachePrevCam then
SetCamActiveWithInterp(cam, cachePrevCam, renderTime or 1000, 0, 0)
SetCamActive(cachePrevCam, false) -- Set previous cam inactive (shouldn't be needed but just in case)
else
SetCamActive(cam, true)
end
cachePrevCam = cam
-- Clear previous filters
if cacheCameraEffect.postFx then
AnimpostfxStop(cacheCameraEffect.postFx)
cacheCameraEffect.postFx = nil
end
if cacheCameraEffect.timecycle then
ClearTimecycleModifier()
cacheCameraEffect.timecycle = nil
end
-- Apply filters (timecycle) here as requested
if filter and filter.modifier then
SetTimecycleModifier(filter.modifier)
SetTimecycleModifierStrength((filter.strength or 1.0) + 0.0)
cacheCameraEffect.timecycle = true
end
if filter and filter.postFx then
AnimpostfxPlay(filter.postFx, 0, filter.loop and true or false)
cacheCameraEffect.postFx = filter.postFx
end
if loadScene then
loadLocation(cam, nil, 100.0)
end
RenderScriptCams(true, true, renderTime or 1000, true, true)
end
end
-- Follow cam or coords
function camLookAt(cam, entCoords)
if cam and DoesCamExist(cam) and entCoords then
if type(entCoords) ~= "number" then
PointCamAtCoord(cam, entCoords.xyz)
else
PointCamAtEntity(cam, entCoords)
end
end
end
function loadLocation(cam, pos, radius)
local pos = pos or GetCamCoord(cam)
SetFocusPosAndVel(pos.x, pos.y, pos.z, 0.0, 0.0, 0.0)
RequestCollisionAtCoord(pos.x, pos.y, pos.z)
NewLoadSceneStart(pos.x, pos.y, pos.z, 0.0, 0.0, 0.0, radius or 100.0, 0)
local t0 = GetGameTimer()
while not IsNewLoadSceneLoaded() and (GetGameTimer() - t0) < 2000 do
RequestCollisionAtCoord(pos.x, pos.y, pos.z)
Wait(0)
end
NewLoadSceneStop()
end
function clearLoadLocation()
ClearFocus()
NewLoadSceneStop()
end
--- Deactivates the temporary camera and stops rendering.
--
-- This function waits for one second, then stops rendering script cameras and destroys all cameras.
@@ -70,12 +151,34 @@ end
-- ```lua
-- stopTempCam()
-- ```
function stopTempCam()
if Config.Crafting.craftCam then
CreateThread(function()
Wait(1000)
RenderScriptCams(false, true, 500, true, true)
DestroyAllCams()
end)
end
end
function stopTempCam(renderTime)
CreateThread(function()
Wait(1000)
cachePrevCam = nil
-- Clear previous filters
if cacheCameraEffect.postFx then
AnimpostfxStop(cacheCameraEffect.postFx)
cacheCameraEffect.postFx = nil
end
if cacheCameraEffect.timecycle then
ClearTimecycleModifier()
cacheCameraEffect.timecycle = nil
end
RenderScriptCams(false, true, renderTime or 500, true, true)
clearLoadLocation()
Wait(renderTime or 0)
for i = 1, #camCache do
DestroyCam(camCache[i], true)
end
camCache = {}
end)
end
function createCam(...) return createTempCam(...) end
function startCam(...) return startTempCam(...) end
function stopCam(...) return stopTempCam(...) end

View File

@@ -187,7 +187,7 @@ end
--- ```
function playAnim(animDict, animName, duration, flag, ped, speed)
loadAnimDict(animDict)
debugPrint("^6Bridge^7: ^3playAnim^7() ^2Triggered^7: ", animDict, animName)
debugPrint("^6Bridge^7: ^3playAnim^7() ^2Triggered^7: ", animDict, animName, flag)
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
@@ -238,4 +238,25 @@ function playGameSound(audioBank, soundSet, soundRef, coords, synced, range)
PlaySoundFromEntity(soundId, soundRef, coords, soundSet, synced, 1.0)
end
ReleaseScriptAudioBank(audioBank)
end
-- Experimental, add fade in for spawned entities
function fadeInEnt(ent, duration)
if not DoesEntityExist(ent) then return end
duration = duration or 500 -- in ms
local fadeSteps = 20
local stepTime = duration / fadeSteps
SetEntityAlpha(ent, 0, false)
SetEntityVisible(ent, true, false)
SetEntityLocallyInvisible(ent) -- sometimes helps prevent "pop-in" in early frames
for i = 1, fadeSteps do
Wait(stepTime)
local newAlpha = math.floor((i / fadeSteps) * 255)
SetEntityAlpha(ent, newAlpha, false)
end
-- Restore full visibility
ResetEntityAlpha(ent)
end

View File

@@ -133,16 +133,19 @@ function makeEntityBlip(data)
AddTextComponentString(tostring(data.name))
EndTextCommandSetBlipName(blip)
-- Handle preview image if certain resources are running
if isStarted("fs_smallresources") or isStarted("blip-info") or isStarted("blipinfo") then
if isStarted("jim-blipcontroller") then
if data.preview then
local txname = string.gsub(tostring(data.name..'preview'), "[ ()~]", "")
local txname = string.gsub(tostring(data.name..'preview'..string.gsub(data.coords.z, "%.", "")), "[ ()~]", "")
if data.preview:find("http") or data.preview:find("nui") then
createDui(txname, data.preview, vec2(512, 256), scriptTxd)
else
CreateRuntimeTextureFromImage(scriptTxd, txname, data.preview)
end
exports["fs_smallresources"]:SetBlipInfoImage(blip, getScript()..'previewTxd', txname)
exports["fs_smallresources"]:SetBlipInfoTitle(blip, data.name, false)
exports["jim-blipcontroller"]:ShowBlipInfo(blip, {
title = data.name,
dict = getScript()..'scriptTxd',
tex = txname,
})
end
end
end

View File

@@ -1,5 +1,6 @@
--- A table to keep track of all created Peds.
local Peds = {}
local distPeds = {}
--- Creates a distance-based Ped (pedestrian) that spawns when the player enters a specified area.
--
@@ -18,18 +19,20 @@ local Peds = {}
-- ```lua
-- makeDistPed(pedData, pedCoords, true, false, 'WORLD_HUMAN_STAND_IMPATIENT', nil, true)
-- ```
function makeDistPed(data, coords, freeze, collision, scenario, anim, synced)
function makeDistPed(data, coords, freeze, collision, scenario, anim, synced, func)
local zoneCoords = type(data) == "table" and data.coords or coords
local randName = keyGen()..keyGen()
createCirclePoly({
distPeds[#distPeds+1] = createCirclePoly({
name = randName,
coords = vec3(zoneCoords.x, zoneCoords.y, zoneCoords.z - 1.03),
radius = 50.0,
onEnter = function()
Peds[randName] = makePed(data, coords, freeze, collision, scenario, anim, synced)
if func then func(Peds[randName]) end
end,
onExit = function()
DeletePed(Peds[randName])
Peds[randName] = nil
end,
debug = debugMode,
})
@@ -55,14 +58,13 @@ end
-- ```lua
-- local ped = makePed(pedData, pedCoords, true, false, nil, {'animDict', 'animName'}, true)
-- ```
function makePed(data, coords, freeze, collision, scenario, anim, synced)
function makePed(data, coords, freeze, collision, scenario, anim, synced, fade)
local ped = nil
local model = nil
if type(data) == "table" then
model = data.model
loadModel(data.model)
ped = CreatePed(0, model, coords.x, coords.y, coords.z - 1.03, coords.w, synced and synced or false, false)
-- Inheritance
SetPedHeadBlendData(ped, data.custom.faceFather, data.custom.faceMother, data.custom.raceShape, data.custom.skinFather, data.custom.skinMother, data.custom.raceSkin, data.custom.faceMix or 0, data.custom.skinMix or 0, data.custom.raceMix or 0, false)
@@ -116,6 +118,7 @@ function makePed(data, coords, freeze, collision, scenario, anim, synced)
loadModel(model)
if gameName == "rdr3" then
ped = CreatePed(model, coords.x, coords.y, coords.z - 1.03, coords.w, synced or false, false)
SetEntityAlpha(ped, 0, false)
SetEntityVisible(ped, 1) -- SetEntityVisible
SetEntityAlpha(ped, 255, false) -- SetEntityAlpha
SetRandomOutfitVariation(ped, true) -- Invisible without
@@ -141,6 +144,12 @@ function makePed(data, coords, freeze, collision, scenario, anim, synced)
end
unloadModel(model)
Peds[keyGen()..keyGen()] = ped
if fade ~= false and gameName ~= "rdr3" then
SetEntityAlpha(ped, 0, false)
CreateThread(function()
fadeInEnt(ped)
end)
end
return ped
end
@@ -238,9 +247,19 @@ function GenerateRandomPedData(data)
return newTable
end
onPlayerUnload(function()
for k in pairs(Peds) do
DeletePed(Peds[k])
end
for i = 1, #distPeds do
removeZoneTarget(distPeds[i])
end
distPeds = {}
end)
--- Cleans up all created Peds when the resource stops.
onResourceStop(function()
for k in pairs(Peds) do
DeletePed(Peds[k])
end
end, true)
end, true)

View File

@@ -1,4 +1,5 @@
local Props = {}
local distProps = {}
--- Creates a prop (object) in the game world at specified coordinates.
---
@@ -20,7 +21,7 @@ local Props = {}
--- }
--- local prop = makeProp(propData, true, false)
--- ```
function makeProp(data, freeze, synced)
function makeProp(data, freeze, synced, fade)
loadModel(data.prop)
local prop = CreateObject(data.prop, data.coords.x, data.coords.y, data.coords.z-1.03, synced and synced or false, synced and synced or false, false)
SetEntityHeading(prop, (data.coords.w or 0) + 180.0)
@@ -29,6 +30,12 @@ function makeProp(data, freeze, synced)
debugPrint("^6Bridge^7: ^1Prop ^2Created^7: '^6"..prop.."^7' | ^2Hash^7: ^7'^6"..data.prop.."^7' | ^2Coord^7: "..formatCoord(data.coords))
SetModelAsNoLongerNeeded(data.prop)
Props[keyGen()..keyGen()] = prop
if fade ~= false and gameName ~= "rdr3" then
SetEntityAlpha(prop, 0, false)
CreateThread(function()
fadeInEnt(prop)
end)
end
return prop
end
@@ -51,17 +58,21 @@ end
--- }
--- makeDistProp(propData, true, false)
--- ```
function makeDistProp(data, freeze, synced, range)
function makeDistProp(data, freeze, synced, range, func)
local name = keyGen()..keyGen()
createCirclePoly({
distProps[#distProps + 1] = createCirclePoly({
name = name,
coords = vec3(data.coords.x, data.coords.y, data.coords.z - 1.03),
radius = range or 50.0,
onEnter = function()
Props[name] = makeProp(data, freeze, synced)
if func then
func(Props[name])
end
end,
onExit = function()
destroyProp(Props[name])
Props[name] = nil
end,
debug = debugMode,
})
@@ -86,6 +97,16 @@ function destroyProp(entity)
end
end
onPlayerUnload(function()
for k in pairs(Props) do
DeleteObject(Props[k])
end
for i = 1, #distProps do
removeZoneTarget(distProps[i])
end
distProps = {}
end)
--- Cleans up all created props when the resource stops.
onResourceStop(function()
for k in pairs(Props) do

View File

@@ -13,23 +13,29 @@ local Vehicles = {}
--- ```lua
--- local vehicle = makeVeh('adder', vector4(123.4, 567.8, 90.1, 180.0))
--- ```
function makeVeh(model, coords)
function makeVeh(model, coords, synced, fade)
loadModel(model)
local veh = CreateVehicle(model, coords.x, coords.y, coords.z, coords.w, true, false)
local veh = CreateVehicle(model, coords.x, coords.y, coords.z, coords.w, synced ~= false, false)
SetVehicleHasBeenOwnedByPlayer(veh, true)
if gameName ~= "rdr3" then
SetNetworkIdCanMigrate(NetworkGetNetworkIdFromEntity(veh), true)
SetNetworkIdCanMigrate(NetworkGetNetworkIdFromEntity(veh), true)
Wait(100)
SetVehicleNeedsToBeHotwired(veh, false)
SetVehRadioStation(veh, 'OFF')
SetVehicleFuelLevel(veh, 100.0)
SetVehicleModKit(veh, 0)
end
SetVehicleOnGroundProperly(veh)
debugPrint("^6Bridge^7: ^1Veh ^2Created^7: '^6"..veh.."^7' | ^2Hash^7: ^7'^6"..model.."^7' | ^2Coord^7: "..formatCoord(coords))
unloadModel(model)
Vehicles[#Vehicles + 1] = veh
if fade ~= false and gameName ~= "rdr3" then
SetEntityAlpha(veh, 0, false)
CreateThread(function()
fadeInEnt(veh)
end)
end
return veh
end
@@ -52,7 +58,7 @@ function makeDistVehicle(data, radius, onEnter, onExit)
coords = vec3(data.coords.x, data.coords.y, data.coords.z),
radius = radius,
onEnter = function()
vehicle = makeVeh(data.model, data.coords)
vehicle = makeVeh(data.model, data.coords, false)
if onEnter then
debugPrint("^6Bridge^7: ^4makeDistVehicle ^3onEnter^7() ^2running^7")
onEnter(vehicle)

View File

@@ -1,6 +1,259 @@
local inProgress = false
local storedPID = nil
local progressFunc = {
ox = {
start =
function(data)
local options = {
duration = debugMode and 1000 or data.time,
label = data.label,
position = data.position or "bottom",
useWhileDead = data.dead or false,
canCancel = data.cancel or true,
anim = {
dict = data.dict,
clip = data.anim,
flag = (data.flag == 8 and 32 or data.flag) or nil,
scenario = data.task
},
disable = {
combat = data.combat or true,
move = data.disableMovement or false,
car = data.disableMovement or false,
mouse = data.mouse or false
},
}
if data.prop and data.prop.model then
options.prop = {
model = data.prop.model,
pos = data.prop.pos or vec3(0, 0, 0),
rot = data.prop.rot or vec3(0, 0, 0),
bone = data.prop.bone or 0
}
end
if data.propTwo and data.propTwo.model then
options.propTwo = {
model = data.propTwo.model,
pos = data.propTwo.pos or vec3(0, 0, 0),
rot = data.propTwo.rot or vec3(0, 0, 0),
bone = data.propTwo.bone or 0
}
end
if data.progressType == "circle" then
if exports[OXLibExport]:progressCircle(options) then
return true
else
return false
end
end
if not data.progressType or data.progressType == "bar" then
if exports[OXLibExport]:progressBar(options) then
return true
else
return false
end
end
end,
stop =
function()
exports[OXLibExport]:cancelProgress()
end,
},
qb = {
start =
function(data)
local p = promise.new()
Core.Functions.Progressbar("progbar",
data.label,
debugMode and 1000 or data.time,
data.dead or false,
data.cancel or true,
{
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() p:resolve(true) end,
function() p:resolve(false) end,
data.icon)
return Citizen.Await(p)
end,
stop =
function()
TriggerEvent("progressbar:client:cancel")
end,
},
esx = {
start =
function(data)
local p = promise.new()
ESX.Progressbar(data.label, debugMode and 1000 or data.time, {
FreezePlayer = true,
animation = {
type = data.anim,
dict = data.dict,
scenario = data.task,
},
onFinish = function()
p:resolve(true)
end,
onCancel = function()
p:resolve(false)
return false
end
})
return Citizen.Await(p)
end,
stop =
function()
ESX.CancelProgressbar()
end,
},
lation = {
start =
function(data)
if exports.lation_ui:progressBar({
label = data.label,
description = nil,
duration = debugMode and 1000 or data.time,
icon = data.icon,
useWhileDead = data.dead or false,
disable = {
combat = data.combat or true,
move = data.disableMovement or false,
car = data.disableMovement or false,
},
anim = {
dict = data.dict,
clip = data.anim,
flag = data.flag
},
prop = {
model = data.prop and data.prop.model,
pos = data.prop and (data.prop.pos or vec3(0, 0, 0)),
rot = data.prop and (data.prop.rot or vec3(0, 0, 0)),
bone = data.prop and (data.prop.bone or 0)
}
}) then
return true
else
return false
end
end,
stop =
function()
exports.lation_ui:cancelProgress()
end,
},
red = {
start =
function(data)
if exports.jim_bridge:redProgressBar({
label = data.label,
time = debugMode and 1000 or data.time,
dict = data.dict,
anim = data.anim,
flag = data.flag or 32,
task = data.task,
disableMovement = data.disableMovement or false,
cancel = data.cancel or true,
}) then
return true
else
return false
end
end,
stop =
function()
exports.jim_bridge:stopProgressBar()
end,
},
gta = {
start =
function(data)
if exports.jim_bridge:gtaProgressBar({
label = data.label,
time = debugMode and 1000 or data.time,
dict = data.dict,
anim = data.anim,
flag = data.flag or 32,
task = data.task,
disableMovement = data.disableMovement or false,
cancel = data.cancel or true,
}) then
return true
else
return false
end
end,
stop =
function()
exports.jim_bridge:stopProgressBar()
end,
},
["17mov"] = {
start =
function(data)
if exports["17mov_Hud"]:StartProgress({
duration = debugMode and 1000 or data.time,
label = data.label,
useWhileDead = data.dead or false,
canCancel = data.cancel or true,
controlDisables = {
disableMovement = data.disableMovement or false,
disableCarMovement = data.disableMovement or false,
disableMouse = data.mouse or false,
disableCombat = data.combat or true,
},
animation = {
animDict = data.dict,
anim = data.anim,
flags = (data.flag == 8 and 32 or data.flag) or nil,
task = data.task,
},
prop = data.prop and {
model = data.prop.model,
bone = data.prop.bone or 0,
coords = data.prop.pos or vec3(0, 0, 0),
rotation = data.prop.rot or vec3(0, 0, 0),
} or nil,
propTwo = data.propTwo and {
model = data.propTwo.model,
bone = data.propTwo.bone or 0,
coords = data.propTwo.pos or vec3(0, 0, 0),
rotation = data.propTwo.rot or vec3(0, 0, 0),
} or nil,
}, nil, nil) then
return true
else
return false
end
end,
stop =
function()
exports["17mov_Hud"]:StopProgress()
end,
},
}
--- Displays a progress bar using the configured progress bar system.
---
--- This function handles displaying a progress bar to the player using the specified progress bar system (e.g., ox, qb, esx, gta).
@@ -34,7 +287,11 @@ local storedPID = nil
--- cancel = true,
--- })
--- ```
local progresssBarActive = false
function progressBar(data)
if progresssBarActive then return else progresssBarActive = true end
local ped = PlayerPedId()
if data.shared then
debugPrint("^6Bridge^7: ^6Sharing progressBar to player^7: ^6"..data.shared.pid.."^7")
@@ -43,136 +300,17 @@ function progressBar(data)
end
local result = nil
if data.cam then startTempCam(data.cam) end
if Config.System.ProgressBar == "ox" then
local options = {
duration = debugMode and 1000 or data.time,
label = data.label,
position = data.position or "bottom",
useWhileDead = data.dead or false,
canCancel = data.cancel or true,
anim = {
dict = data.dict,
clip = data.anim,
flag = (data.flag == 8 and 32 or data.flag) or nil,
scenario = data.task
},
disable = {
combat = data.combat or true,
move = data.disableMovement or false,
car = data.disableMovement or false,
mouse = data.mouse or false
},
}
if data.prop and data.prop.model then
options.prop = {
model = data.prop.model,
pos = data.prop.pos or vec3(0, 0, 0),
rot = data.prop.rot or vec3(0, 0, 0),
bone = data.prop.bone or 0
}
end
if data.propTwo and data.propTwo.model then
options.propTwo = {
model = data.propTwo.model,
pos = data.propTwo.pos or vec3(0, 0, 0),
rot = data.propTwo.rot or vec3(0, 0, 0),
bone = data.propTwo.bone or 0
}
end
if data.progressType == "circle" then
if exports[OXLibExport]:progressCircle(options) then
result = true
else
result = false
end
end
if not data.progressType or data.progressType == "bar" then
if exports[OXLibExport]:progressBar(options) then
result = true
else
result = false
end
end
elseif Config.System.ProgressBar == "qb" then
Core.Functions.Progressbar("progbar",
data.label,
debugMode and 1000 or data.time,
data.dead or false,
data.cancel or true,
{
disableMovement = data.disableMovement or false,
disableCarMovement = data.disableMovement or false,
disableMouse = data.disableMouse or false,
disableCombat = data.disableCombat or true,
},
{
animDict = data.dict,
anim = data.anim,
flags = data.flag or 32,
task = data.task
},
{}, {},
function()
result = true
end, function()
result = false
end, data.icon)
elseif Config.System.ProgressBar == "esx" then
ESX.Progressbar(data.label, debugMode and 1000 or data.time, {
FreezePlayer = true,
animation = {
type = data.anim,
dict = data.dict,
scenario = data.task,
},
onFinish = function()
result = true
end,
onCancel = function()
result = false
end
})
elseif Config.System.ProgressBar == "red" then
-- Currently only uses jim-redui if you choose this option
if exports["jim_bridge"]:redProgressBar({
label = data.label,
time = debugMode and 1000 or data.time,
dict = data.dict,
anim = data.anim,
flag = data.flag or 32,
task = data.task,
disableMovement = data.disableMovement or false,
cancel = data.cancel or true,
}) then
result = true
else
result = false
end
elseif Config.System.ProgressBar == "gta" then
if exports["jim_bridge"]:gtaProgressBar({
label = data.label,
time = debugMode and 1000 or data.time,
dict = data.dict,
anim = data.anim,
flag = data.flag or 32,
task = data.task,
disableMovement = data.disableMovement or false,
cancel = data.cancel or true,
}) then
result = true
else
result = false
end
if progressFunc[Config.System.ProgressBar].start(data) then
result = true
else
result = false
end
while result == nil do
Wait(10)
end
debugPrint("^5Debug^7: ^2ProgressBar result^7: ^3"..tostring(result).."^7")
-- Cleanup
FreezeEntityPosition(ped, false)
@@ -193,6 +331,7 @@ function progressBar(data)
TriggerServerEvent(getScript()..":clearAuthToken")
currentToken = triggerCallback(AuthEvent)
end
progresssBarActive = false
return result
end
@@ -200,13 +339,8 @@ end
---
--- This function cancels the progress bar based on the configured progress bar system, handling any necessary cleanup.
function stopProgressBar()
if Config.System.ProgressBar == "ox" then
exports[OXLibExport]:cancelProgress()
elseif Config.System.ProgressBar == "qb" then
TriggerEvent("progressbar:client:cancel")
elseif Config.System.ProgressBar == "gta" or Config.System.ProgressBar == "red" then
exports["jim_bridge"]:stopProgressBar()
end
progressFunc[Config.System.ProgressBar].stop()
progresssBarActive = false
end
-- System to handle sending/sharing progress bars between players --

255
shared/make/ropeControl.lua Normal file
View File

@@ -0,0 +1,255 @@
if not isServer() then
local RopeCache = {
nextId = 1,
byId = {},
byHandle = {},
}
function loadRopeTextures()
RopeLoadTextures()
local tries = 0
while not RopeAreTexturesLoaded() and tries < 200 do
Wait(0)
tries += 1
end
return RopeAreTexturesLoaded()
end
function maybeUnloadTextures()
local anyLeft = false
local all = GetAllRopes()
if all and type(all) == "table" then
for _, _ in ipairs(all) do anyLeft = true break end
end
if not anyLeft then
RopeUnloadTextures()
end
end
function registerRope(ropeHandle, startCoords, endCoords, opts)
if not ropeHandle or ropeHandle == 0 then return nil end
local id = RopeCache.nextId
RopeCache.nextId = id + 1
local rec = {
handle = ropeHandle,
startCoords = startCoords,
endCoords = endCoords,
type = opts.ropeType,
rate = opts.lengthChangeRate,
breakable = opts.breakable,
createdAt = GetGameTimer()
}
RopeCache.byId[id] = rec
RopeCache.byHandle[ropeHandle] = id
debugPrint("^5Debug^7: 2Registered Rope^7'^3"..id.."^7' - '^3"..ropeHandle.."^7'")
return id
end
function resolve(id)
if type(id) ~= "number" then return nil, "rope id must be a number" end
local rec = RopeCache.byId[id]
if not rec then return nil, "rope id not found" end
if not DoesRopeExist(rec.handle) then
-- stale; clean mapping
RopeCache.byHandle[rec.handle] = nil
RopeCache.byId[id] = nil
return nil, "rope no longer exists"
end
return rec
end
--- Create a rope pinned between two coordinates.
--- @param startCoords vector3|table start coord
--- @param endCoords vector3|table end coord
--- @param opts table|nil { ropeType=0..7, breakable=false, collision=true, lockFromFront=false, lengthChangeRate=1.0, timeMultiplier=1.0, slack=0.0, preset=nil }
--- @return integer ropeId
function ropeCreateLine(startCoords, endCoords, opts)
startCoords = type(startCoords) == "number" and GetEntityCoords(startCoords) or startCoords
endCoords = type(endCoords) == "number" and GetEntityCoords(endCoords) or endCoords
opts = opts or {}
local length = #(startCoords - endCoords)
local mid = (startCoords + endCoords) * 0.5
local ropeType = opts.ropeType or 1 -- 0..7 (see ropedata.xml types)
local initLength = length + (opts.slack or 0.0)
local maxLength = initLength -- allow droop equal to init
local minLength = 0.0
local lengthChangeRate = opts.lengthChangeRate or 1.0
local collisionOn = (opts.collision ~= false)
local lockFromFront = (opts.lockFromFront == true)
local timeMultiplier = opts.timeMultiplier or 1.0
local breakable = (opts.breakable == true)
local rope = AddRope(mid.x, mid.y, mid.z, 0.0, 0.0, 0.0, maxLength, ropeType, initLength, minLength, lengthChangeRate, false, collisionOn, lockFromFront, timeMultiplier, breakable, 0)
if not rope or rope == 0 or not DoesRopeExist(rope) then
debugPrint("^1AddRope failed")
return nil
end
-- Optional preset (e.g., "ropeFamily3") if provided.
if opts.preset then
-- Best-effort; if invalid it just won't change.
pcall(function() LoadRopeData(rope, tostring(opts.preset)) end)
end
ActivatePhysics(rope)
-- Pin both ends to the given coords.
local count = GetRopeVertexCount(rope)
if count and count >= 2 then
PinRopeVertex(rope, 0, startCoords.x, startCoords.y, startCoords.z)
PinRopeVertex(rope, count - 1, endCoords.x, endCoords.y, endCoords.z)
end
local id = registerRope(rope, startCoords, endCoords, {
ropeType = ropeType,
lengthChangeRate = lengthChangeRate,
breakable = breakable
})
return id
end
--- Delete and unregister a rope.
--- @param id integer
function ropeDelete(id)
local rec, err = resolve(id)
if not rec then return false, err end
local rope = rec.handle
if DoesRopeExist(rope) then
DeleteRope(rope)
end
RopeCache.byHandle[rope] = nil
RopeCache.byId[id] = nil
debugPrint(("deleted rope id=%s"):format(id))
maybeUnloadTextures()
return true
end
--- Force rope to a specific length (instant snap).
--- @param id integer
--- @param newLength number
function ropeSetLength(id, newLength)
local rec, err = resolve(id)
if not rec then return false, err end
RopeForceLength(rec.handle, newLength)
return true
end
--- Smoothly wind the rope (shorten over time).
--- @param id integer
function ropeStartWinding(id)
local rec, err = resolve(id)
if not rec then return false, err end
StartRopeWinding(rec.handle)
return true
end
--- Stop winding (if winding).
function ropeStopWinding(id)
local rec, err = resolve(id)
if not rec then return false, err end
StopRopeWinding(rec.handle)
return true
end
--- Smoothly unwind the rope from the front (lengthen over time).
function ropeStartUnwinding(id)
local rec, err = resolve(id)
if not rec then return false, err end
StartRopeUnwindingFront(rec.handle)
return true
end
--- Stop unwinding (if unwinding).
function ropeStopUnwinding(id)
local rec, err = resolve(id)
if not rec then return false, err end
StopRopeUnwindingFront(rec.handle)
return true
end
--- Change the wind speed (length change rate).
--- @param id integer
--- @param rate number (units per sec; try 0.5..5.0)
function ropeSetRate(id, rate)
local rec, err = resolve(id)
if not rec then return false, err end
SetRopeLengthChangeRate(rec.handle, rate)
rec.rate = rate
return true
end
--- Move end endpoint to a new coordinate (re-pins the vertex).
--- @param id integer
--- @param pos vector3|table
function ropeMoveEnd(id, pos)
local rec, err = resolve(id)
if not rec then return false, err end
pos = type(pos) == "number" and GetEntityCoords(pos) or pos
local rope = rec.handle
local count = GetRopeVertexCount(rope)
if not count or count < 2 then return false, "invalid vertex count" end
PinRopeVertex(rope, count - 1, pos.x, pos.y, pos.z)
rec.endCoord = pos
return true
end
--- Move start endpoint to a new coordinate (re-pins the vertex).
--- @param id integer
--- @param pos vector3|table
function ropeMoveStart(id, pos)
local rec, err = resolve(id)
if not rec then return false, err end
pos = type(pos) == "number" and GetEntityCoords(pos) or pos
local rope = rec.handle
local count = GetRopeVertexCount(rope)
if not count or count < 2 then return false, "invalid vertex count" end
PinRopeVertex(rope, 0, pos.x, pos.y, pos.z)
rec.startCoord = pos
return true
end
--- Re-pin both endpoints in one call.
function ropeSetEnds(ropeId, startCoord, endCoord)
startCoord = type(startCoord) == "number" and GetEntityCoords(startCoord) or startCoord
endCoord = type(endCoord) == "number" and GetEntityCoords(endCoord) or endCoord
local rec, err = resolve(ropeId)
if not rec then return false, err end
local rope = rec.handle
local count = GetRopeVertexCount(rope)
if not count or count < 2 then
return false, "invalid vertex count"
end
PinRopeVertex(rope, 0, startCoord.x, startCoord.y, startCoord.z)
PinRopeVertex(rope, count - 1, endCoord.x, endCoord.y, endCoord.z)
rec.startCoord = startCoord
rec.endCoord = endCoord
return true
end
function ropeExists(id)
local rec = RopeCache.byId[id]
return rec and DoesRopeExist(rec.handle) or false
end
onResourceStart(function()
loadRopeTextures()
end)
onResourceStop(function()
for id, rec in pairs(RopeCache.byId) do
if rec.handle and DoesRopeExist(rec.handle) then
DeleteRope(rec.handle)
end
RopeCache.byHandle[rec.handle] = nil
RopeCache.byId[id] = nil
end
maybeUnloadTextures()
end)
end

View File

@@ -6,6 +6,102 @@
for getting and setting metadata.
]]
local metaDataFunc = {
{ framework = QBXExport,
GetPlayer =
function(src)
if src then
return exports[QBXExport]:GetPlayer(src)
end
return exports[QBXExport]:GetPlayerData()
end,
GetPlayerMetadata =
function(Player, dataToCheck)
return Player.PlayerData.metadata[dataToCheck]
end,
SetPlayerMetadata =
function(Player, key, value)
return Player.Functions.SetMetaData(key, value)
end,
},
{ framework = QBExport,
GetPlayer =
function(src)
if src then
return exports[QBExport]:GetCoreObject().Functions.GetPlayer(src)
end
local info = nil
Core.Functions.GetPlayerData(function(PlayerData) info = PlayerData end)
return info
end,
GetPlayerMetadata =
function(Player, dataToCheck)
return Player.PlayerData.metadata[dataToCheck]
end,
SetPlayerMetadata =
function(Player, key, value)
return Player.Functions.SetMetaData(key, value)
end,
},
{ framework = ESXExport,
GetPlayer =
function(src)
if src then
return ESX.GetPlayerFromId(src)
end
return ESX.GetPlayerData()
end,
GetPlayerMetadata =
function(Player, dataToCheck)
return Player.getMeta(dataToCheck)
end,
SetPlayerMetadata =
function(Player, key, value)
return Player.set(key, value)
end,
},
{ framework = OXCoreExport,
GetPlayer =
function(src)
if src then
return exports[OXCoreExport]:GetPlayer(src)
end
return {}
end,
GetPlayerMetadata =
function(Player, dataToCheck)
return Player.get(dataToCheck)
end,
SetPlayerMetadata =
function(Player, key, value)
return Player.set(key, value)
end,
},
{ framework = RSGExport,
GetPlayer =
function(src)
if src then
return exports[RSGExport]:GetCoreObject().Functions.GetPlayer(src)
end
local info = nil
Core.Functions.GetPlayerData(function(PlayerData) info = PlayerData end)
return info
end,
GetPlayerMetadata = function(Player, dataToCheck)
return Player.PlayerData.metadata[dataToCheck]
end,
SetPlayerMetadata = function(Player, key, value)
return Player.Functions.SetMetaData(key, value)
end,
},
}
-------------------------------------------------------------
-- Player Retrieval
-------------------------------------------------------------
@@ -20,26 +116,11 @@
--- local player = GetPlayer(playerId)
--- ```
function GetPlayer(source)
if isStarted(QBExport) then
debugPrint("^6Bridge^7: ^3GetPlayer^7() QBExport")
return exports[QBExport]:GetCoreObject().Functions.GetPlayer(source)
elseif isStarted(QBXExport) then
debugPrint("^6Bridge^7: ^3GetPlayer^7() QBOXExport")
return exports[QBXExport]:GetCoreObject().Functions.GetPlayer(source)
elseif isStarted(ESXExport) then
debugPrint("^6Bridge^7: ^3GetPlayer^7() ESXExport")
return ESX.GetPlayerFromId(source)
elseif isStarted(OXCoreExport) then
debugPrint("^6Bridge^7: ^3GetPlayer^7() OXCoreExport")
return exports[OXCoreExport]:GetPlayer(source)
elseif isStarted(RSGExport) then
debugPrint("^6Bridge^7: ^3GetPlayer^7() RSGExport")
return exports[RSGExport]:GetCoreObject().Functions.GetPlayer(source)
for i = 1, #metaDataFunc do
local framework = metaDataFunc[i]
if isStarted(framework.framework) then
return framework.GetPlayer(source)
end
end
return nil
end
@@ -58,29 +139,22 @@ end
---
--- @usage
--- ```lua
--- local myMeta = GetMetadata(player, "myKey")
--- local myMeta = getPlayerMetadata(player, "myKey")
--- ```
function GetMetadata(player, key)
function getPlayerMetadata(player, key)
-- Assume this is client side and callback to server to get the data
if not player then
debugPrint("^6Bridge^7: ^3GetMetadata^7() calling server: "..key)
return triggerCallback(getScript()..":server:GetMetadata", key)
else
if isStarted(QBExport) or isStarted(QBXExport) then
debugPrint("^6Bridge^7: ^3GetMetadata^7() QBExport/QBXExport", key)
return player.PlayerData.metadata[key]
elseif isStarted(ESXExport) then
debugPrint("^6Bridge^7: ^3GetMetadata^7() ESXExport", key)
return player.getMeta(key)
elseif isStarted(OXCoreExport) then
debugPrint("^6Bridge^7: ^3GetMetadata^7() OXCoreExport", key)
return player.get(key)
elseif isStarted(RSGExport) then
debugPrint("^6Bridge^7: ^3GetMetadata^7() RSGExport", key)
return player.PlayerData.metadata[key]
-- else grab server metadata about the player
for i = 1, #metaDataFunc do
local framework = metaDataFunc[i]
if isStarted(framework.framework) then
debugPrint("^6Bridge^7: ^3GetMetadata^7() ^3"..framework.framework.."^7", key)
return framework.GetPlayerMetadata(player, key)
end
end
end
return nil
@@ -98,11 +172,11 @@ createCallback(getScript()..":server:GetMetadata", function(source, key)
if type(key) == "table" then
local Metadata = {}
for _, k in ipairs(key) do
Metadata[k] = GetMetadata(player, k)
Metadata[k] = getPlayerMetadata(player, k)
end
return Metadata
elseif type(key) == "string" then
return GetMetadata(player, key)
return getPlayerMetadata(player, key)
end
end)
@@ -120,38 +194,26 @@ end)
---
--- @usage
--- ```lua
--- SetMetadata(player, "myKey", "newValue")
--- setPlayerMetadata(player, "myKey", "newValue")
--- ```
function SetMetadata(player, key, value)
debugPrint("^6Bridge^7: ^3SetMetadata^7() setting metadata for key: "..key)
if isStarted(QBExport) or isStarted(QBXExport) then
debugPrint("^6Bridge^7: ^3SetMetadata^7() using QBExport/QBXExport")
player.Functions.SetMetaData(key, value)
elseif isStarted(ESXExport) then
debugPrint("^6Bridge^7: ^3SetMetadata^7() using ESXExport")
player.setMeta(key, value)
elseif isStarted(OXCoreExport) then
debugPrint("^6Bridge^7: ^3SetMetadata^7() using OXCoreExport")
player.set(key, value)
elseif isStarted(RSGExport) then
debugPrint("^6Bridge^7: ^3SetMetadata^7() using RSGExport")
player.Functions.SetMetaData(key, value)
function setPlayerMetadata(player, key, value)
debugPrint("^6Bridge^7: ^3SetMetadata^7() setting metadata^7...")
for i = 1, #metaDataFunc do
local framework = metaDataFunc[i]
if isStarted(framework.framework) then
debugPrint("^6Bridge^7: ^3SetMetadata^7() ^3"..framework.framework.."^7", key, value)
return framework.GetPlayerMetadata(player, key)
end
end
debugPrint("^6Bridge^7: ^1Error setting metadata^7, ^1framework not supported^7?")
end
-- Register a server callback for setting metadata.
createCallback(getScript()..":server:SetMetadata", function(source, key, value)
debugPrint("SetMetadata callback triggered for source:", source, "key:", key, "value:", value)
local player = GetPlayer(source)
--[[if not player then
print("Error setting metadata: player not found for source "..tostring(source))
return false
end]]
SetMetadata(player, key, value)
createCallback(getScript()..":server:setPlayerMetadata", function(source, key, value)
local src = source
debugPrint("SetMetadata callback triggered for source:", src, "key:", key, "value:", value)
local player = GetPlayer(src)
setPlayerMetadata(player, key, value)
print("Metadata set successfully.", key)
return true
end)

View File

@@ -8,10 +8,90 @@
• okok
• qb
• ox
• red (default)
• gta (default)
• lation
• esx
]]
local notifyFunc = {
okok = {
client =
function(title, message, type)
TriggerEvent('okokNotify:Alert', title, message, 6000, type)
end,
server =
function(title, message, type, src)
TriggerClientEvent('okokNotify:Alert', src, title, message, 6000, type)
end,
},
qb = {
client =
function(title, message, type)
TriggerEvent("QBCore:Notify", message, type)
end,
server =
function(title, message, type, src)
TriggerClientEvent("QBCore:Notify", src, message, type)
end,
},
ox = {
client =
function(title, message, type)
exports.ox_lib:notify({ title = title, description = message, type = type or "success" })
end,
server =
function(title, message, type, src)
TriggerClientEvent('ox_lib:notify', src, { title = title, description = message, type = type or "success" })
end,
},
esx = {
client =
function(title, message, type)
exports["esx_notify"]:Notify(type, 4000, message)
end,
server =
function(title, message, type, src)
TriggerClientEvent(getScript()..":DisplayESXNotify", src, type, message)
end,
},
lation = {
client =
function(title, message, type)
exports.lation_ui:notify({ title = title, message = message, type = type or "success", })
end,
server =
function(title, message, type, src)
TriggerClientEvent("lation_ui:notify", src, { title = title, message = message, type = type or "success", })
end,
},
gta = {
client =
function(title, message, type)
exports.jim_bridge:Notify(title, message, type)
end,
server =
function(title, message, type, src)
TriggerClientEvent("jim-bridge:Notify", src, title, message, type)
end,
},
red = {
client =
function(title, message, type)
TriggerEvent("jim-redui:Notify", title, message, type)
end,
server =
function(title, message, type, src)
TriggerClientEvent("jim-redui:Notify", src, title, message, type)
end,
},
}
--- Displays notifications to the player using the configured notification system.
---
--- Supports multiple notification systems based on Config.System.Notify. Can be triggered from both
@@ -31,46 +111,12 @@
--- triggerNotify("Alert", "You have been warned for misconduct.", "error", playerId)
--- ```
function triggerNotify(title, message, type, src)
if not Config.System or not Config.System.Notify then debugPrint("Notify triggered but not set up") return end
if Config.System.Notify == "okok" then
if not src then
TriggerEvent('okokNotify:Alert', title, message, 6000, type)
else
TriggerClientEvent('okokNotify:Alert', src, title, message, 6000, type)
end
elseif Config.System.Notify == "qb" then
if not src then
TriggerEvent("QBCore:Notify", message, type)
else
TriggerClientEvent("QBCore:Notify", src, message, type)
end
elseif Config.System.Notify == "ox" then
if not src then
TriggerEvent('ox_lib:notify', { title = title, description = message, type = type or "success" })
else
TriggerClientEvent('ox_lib:notify', src, { title = title, description = message, type = type or "success" })
end
elseif Config.System.Notify == "gta" then
if not src then
exports.jim_bridge:Notify(title, message, type)
else
TriggerClientEvent("jim-bridge:Notify", src, title, message, type)
end
elseif Config.System.Notify == "esx" then
if not src then
exports["esx_notify"]:Notify(type, 4000, message)
else
TriggerClientEvent(getScript()..":DisplayESXNotify", src, type, message)
end
if not Config.System?.Notify then debugPrint("Notify triggered but not set up") return end
elseif Config.System.Notify == "red" then
if isStarted("jim-redui") then
if not src then
TriggerEvent("jim-redui:Notify", title, message, type)
else
TriggerClientEvent("jim-redui:Notify", src, title, message, type)
end
end
if src then
notifyFunc[Config.System.Notify].server(title, message, type, src)
else
notifyFunc[Config.System.Notify].client(title, message, type)
end
end
@@ -83,7 +129,6 @@ end
--- Listens for DisplayESXNotify events and triggers the ESX notification on the client.
---
--- @param type string The notification type.
--- @param title string The notification title.
--- @param text string The notification message.
---
--- @usage

View File

@@ -5,110 +5,74 @@
Supported systems include:
- gksphone
- yflip-phone
- qs-smartphone
- qs-smartphone-pro
- roadphone
- lb-phone
- qb-phone
- jpr-phonesystem
]]
--- Sends a phone mail using the detected phone system.
--- The function iterates through a prioritized list of supported phone systems.
--- Once an active system is found (via `isStarted`), the corresponding mail function is executed.
---
--- @param data table A table containing the mail data.
--- - subject (string): The email subject.
--- - sender (string): The sender identifier.
--- - message (string): The email body content.
--- - actions (table|nil): Optional action buttons for the email.
--- @usage
--- sendPhoneMail({
--- subject = "Welcome!",
--- sender = "Admin",
--- message = "Thank you for joining our server.",
--- actions = {
--- { label = "Reply", action = replyFunction }
--- }
--- })
function sendPhoneMail(data)
-- Define each supported phone system and its corresponding mail-sending function.
local phoneSystems = {
{ name = "gksphone",
send = function(mailData)
exports["gksphone"]:SendNewMail(mailData)
local phoneFunc = {
{ phone = "gksphone",
sendMail = function(mailData)
exports["gksphone"]:SendNewMail(mailData)
end,
sendInvoice =
function(mailData)
-- Defensive check for required fields
local required = { "billedCitizenid", "amount", "job", "name", "billerCitizenid", "label" }
for _, field in ipairs(required) do
if mailData[field] == nil then
print("^1[jim-payments] ERROR:^0 Missing field '" .. field .. "' in mailData")
return
end
end
MySQL.Async.execute(
'INSERT INTO gksphone_invoices (citizenid, amount, society, sender, sendercitizenid, label) VALUES (@citizenid, @amount, @society, @sender, @sendercitizenid, @label)',
{
['@citizenid'] = mailData.billedCitizenid,
['@amount'] = mailData.amount,
['@society'] = mailData.job,
['@sender'] = mailData.name,
['@sendercitizenid'] = mailData.billerCitizenid,
['@label'] = mailData.label
}
)
end,
},
{ name = "yflip-phone",
send = function(mailData)
},
{ phone = "yflip-phone",
sendMail =
function(mailData)
TriggerServerEvent(getScript()..":yflip:SendMail", mailData)
end,
},
{ name = "qs-smartphone",
send = function(mailData)
TriggerServerEvent('qs-smartphone:server:sendNewMail', mailData)
end,
},
{ name = "qs-smartphone-pro",
send = function(mailData)
TriggerServerEvent('phone:sendNewMail', mailData)
end,
},
{ name = "roadphone",
send = function(mailData)
},
{ phone = "roadphone",
sendMail =
function(mailData)
-- Convert HTML line breaks to newlines for roadphone.
mailData.message = mailData.message:gsub("%<br>", "\n")
exports["roadphone"]:sendMail(mailData)
end,
},
{ name = "lb-phone",
send = function(mailData)
},
{ phone = "lb-phone",
sendMail =
function(mailData)
-- Convert HTML line breaks to newlines for lb-phone.
mailData.message = mailData.message:gsub("%<br>", "\n")
TriggerServerEvent(getScript()..":lbphone:SendMail", mailData)
end,
},
{ name = "qb-phone",
send = function(mailData)
TriggerServerEvent('qb-phone:server:sendNewMail', mailData)
end,
},
{ name = "npwd_qbx_mail",
send = function(mailData)
TriggerServerEvent('qb-phone:server:sendNewMail', mailData)
end,
},
{ name = "jpr-phonesystem",
send = function(mailData)
TriggerServerEvent(getScript()..":jpr:SendMail", mailData)
end,
},
{ name = "ef-phone",
send = function(mailData)
TriggerServerEvent('qb-phone:server:sendNewMail', mailData)
end,
},
}
},
-- Check each phone system in order and use the first active one.
for _, phone in ipairs(phoneSystems) do
if isStarted(phone.name) then
debugPrint("^6Bridge^7[^3"..phone.name.."^7]: ^2Sending mail to player")
phone.send(data)
return true
end
end
print("^6Bridge^7: ^1ERROR ^2Sending mail to player ^7- ^2No supported phone found")
return false
end
function sendPhoneInvoice(data)
if not data.src then return end
-- Define each supported phone system and its corresponding mail-sending function.
local phoneSystems = {
{
name = "qb-phone",
send = function(mailData)
{ phone = "qb-phone",
sendMail =
function(mailData)
TriggerServerEvent('qb-phone:server:sendNewMail', mailData)
end,
sendInvoice =
function(mailData)
-- Defensive check for required fields
local required = { "billedCitizenid", "amount", "job", "name", "billerCitizenid", "src" }
for _, field in ipairs(required) do
@@ -134,75 +98,76 @@ function sendPhoneInvoice(data)
end
end
)
TriggerClientEvent('qb-phone:RefreshPhone', mailData.src)
end
},
{
name = "codem-phone",
send = function(mailData)
-- Defensive check for required fields
local required = { "billedCitizenid", "amount", "job", "name", "billerCitizenid", "src" }
for _, field in ipairs(required) do
if mailData[field] == nil then
print("^1[jim-payments] ERROR:^0 Missing field '" .. field .. "' in mailData")
return
end
end
end,
},
-- Safe insert with all parameters present
MySQL.Async.insert(
'INSERT INTO phone_invoices (citizenid, amount, society, sender, sendercitizenid) VALUES (?, ?, ?, ?, ?)',
{
mailData.billedCitizenid,
mailData.amount,
mailData.job,
mailData.name,
mailData.billerCitizenid
},
function(id)
-- if id then
-- TriggerClientEvent('qb-phone:client:AcceptorDenyInvoice', mailData.src, id, mailData.name, mailData.job, mailData.billerCitizenid, mailData.amount, GetInvokingResource())
-- end
end
)
{ phone = "npwd_qbx_mail",
sendMail =
function(mailData)
TriggerServerEvent('qb-phone:server:sendNewMail', mailData)
end,
},
{ phone = "jpr-phonesystem",
sendMail =
function(mailData)
TriggerServerEvent(getScript()..":jpr:SendMail", mailData)
end,
},
{ phone = "ef-phone",
sendMail =
function(mailData)
TriggerServerEvent('qb-phone:server:sendNewMail', mailData)
end,
},
}
end
},
{
name = "gks-phone",
send = function(mailData)
-- Defensive check for required fields
local required = { "billedCitizenid", "amount", "job", "name", "billerCitizenid", "label" }
for _, field in ipairs(required) do
if mailData[field] == nil then
print("^1[jim-payments] ERROR:^0 Missing field '" .. field .. "' in mailData")
return
end
end
MySQL.Async.execute(
'INSERT INTO gksphone_invoices (citizenid, amount, society, sender, sendercitizenid, label) VALUES (@citizenid, @amount, @society, @sender, @sendercitizenid, @label)',
{
['@citizenid'] = mailData.billedCitizenid,
['@amount'] = mailData.amount,
['@society'] = mailData.job,
['@sender'] = mailData.name,
['@sendercitizenid'] = mailData.billerCitizenid,
['@label'] = mailData.label
}
)
end
}
}
--- Sends a phone mail using the detected phone system.
--- The function iterates through a prioritized list of supported phone systems.
--- Once an active system is found (via `isStarted`), the corresponding mail function is executed.
---
--- @param data table A table containing the mail data.
--- - subject (string): The email subject.
--- - sender (string): The sender identifier.
--- - message (string): The email body content.
--- - actions (table|nil): Optional action buttons for the email.
--- @usage
--- sendPhoneMail({
--- subject = "Welcome!",
--- sender = "Admin",
--- message = "Thank you for joining our server.",
--- actions = {
--- { label = "Reply", action = replyFunction }
--- }
--- })
function sendPhoneMail(mailData)
-- Check each phone system in order and use the first active one.
for i = 1, #phoneFunc do
local script = phoneFunc[i]
if isStarted(script.phone) and script.sendMail then
debugPrint("^6Bridge^7[^3"..script.phone.."^7]: ^2Sending mail to player")
script.sendMail(mailData)
return true
end
end
print("^6Bridge^7: ^1ERROR ^2Sending mail to player ^7- ^2No supported phone found")
return false
end
function sendPhoneInvoice(data)
if not data.src then return end
-- Check each phone system in order and use the first active one.
for _, phone in ipairs(phoneSystems) do
if isStarted(phone.name) then
debugPrint("^6Bridge^7[^3"..phone.name.."^7]: ^2Sending mail to player^7", data.src)
phone.send(data)
for i = 1, #phoneFunc do
local script = phoneFunc[i]
if isStarted(script.phone) and script.sendInvoice then
debugPrint("^6Bridge^7[^3"..script.phone.."^7]: ^2Sending mail to player^7", data.src)
script.sendInvoice(data)
return true
end
end
@@ -275,4 +240,6 @@ RegisterNetEvent(getScript()..":jpr:SendMail", function(data)
Destinatario = Player.PlayerData.citizenid, -- Recipient identifier
Event = {}, -- Optional event details
})
end)
end)

File diff suppressed because it is too large Load Diff

View File

@@ -11,6 +11,68 @@
• removePolyZone(Location) - Removes a created zone.
]]
local polyCreation = {
{
polyZoneScript = OXLibExport,
createPoly = function(data)
data.minZ = data.minZ or -20.0
data.maxZ = data.maxZ or 1000.0
data.thickness = ((data.maxZ / 2) - (data.minZ / 2)) * 2
local mid = data.maxZ - ((data.maxZ / 2) - (data.minZ / 2))
for i = 1, #data.points do
data.points[i] = vec3(data.points[i].x, data.points[i].y, mid)
end
return lib.zones.poly(data)
end,
createCircle = function(data)
return lib.zones.sphere(data)
end,
removeZone = function(Location)
Location:remove()
end,
},
{
polyZoneScript = "PolyZone",
createPoly = function(data)
local zone = PolyZone:Create(data.points, {
name = data.name,
minZ = data.minZ or nil,
maxZ = data.maxZ or nil,
debugPoly = data.debug
})
zone:onPlayerInOut(function(isPointInside)
if isPointInside then
data.onEnter()
else
data.onExit()
end
end)
return zone
end,
createCircle = function(data)
local zone = CircleZone:Create(data.coords, data.radius, {
name = data.name,
debugPoly = data.debug
})
zone:onPlayerInOut(function(isPointInside)
if isPointInside then
data.onEnter()
else
data.onExit()
end
end)
return zone
end,
removeZone = function(Location)
Location:destroy()
end,
}
}
-------------------------------------------------------------
-- Polygonal Zone Creation
-------------------------------------------------------------
@@ -41,26 +103,16 @@
---})
---```
function createPoly(data)
local Location = nil
if isStarted(OXLibExport) then
debugPrint("^6Bridge^7: ^2Creating new poly with ^7'^4"..OXLibExport.."^7': "..data.name)
-- Convert 2D points to 3D with a fixed Z coordinate (e.g., 12.0)
for i = 1, #data.points do
data.points[i] = vec3(data.points[i].x, data.points[i].y, 12.0)
for i = 1, #polyCreation do
local script = polyCreation[i]
if isStarted(script.polyZoneScript) then
debugPrint("^6Bridge^7: ^2Creating new poly with ^7'^4"..script.polyZoneScript.."^7': "..data.name)
return script.createPoly(data)
end
data.thickness = 1000 -- Set a default thickness value
Location = lib.zones.poly(data)
elseif isStarted("PolyZone") then
debugPrint("^6Bridge^7: ^2Creating new poly with ^7'^4PolyZone^7': "..data.name)
Location = PolyZone:Create(data.points, { name = data.name, debugPoly = data.debug })
Location:onPlayerInOut(function(isPointInside)
if isPointInside then data.onEnter() else data.onExit() end
end)
else
print("^4ERROR^7: ^2No PolyZone creation script detected ^7- ^2Check ^3exports^1.^2lua^7")
end
return Location
print("^4ERROR^7: ^2No PolyZone creation script detected ^7")
return nil
end
-------------------------------------------------------------
@@ -92,25 +144,17 @@ end
--- })
--- ```
function createCirclePoly(data)
local Location = nil
if isStarted(OXLibExport) then
debugPrint("^6Bridge^7: ^2Creating new ^3Cricle^2 poly with ^7"..OXLibExport.." "..data.name)
Location = lib.zones.sphere(data)
elseif isStarted("PolyZone") then
debugPrint("^6Bridge^7: ^2Creating new ^3Cricle^2 poly with ^7PolyZone ".. data.name)
Location = CircleZone:Create(data.coords, data.radius, { name = data.name, debugPoly = debugMode })
Location:onPlayerInOut(function(isPointInside)
if isPointInside then
data.onEnter()
else
data.onExit()
end
end)
else
print("^4ERROR^7: ^2No PolyZone creation script detected ^7- ^2Check ^3starter^1.^2lua^7")
for i = 1, #polyCreation do
local script = polyCreation[i]
if isStarted(script.polyZoneScript) then
debugPrint("^6Bridge^7: ^2Creating new ^3Cricle^2 poly with ^7"..script.polyZoneScript.." "..data.name)
debugPrint("^6Bridge^7: ^2Zone Stats - Coords: "..formatCoord(data.coords).." Radius: "..data.radius)
return script.createCircle(data)
end
end
debugPrint("^6Bridge^7: ^2Zone Stats - Coords: "..formatCoord(data.coords).." Radius: "..data.radius)
return Location
print("^4ERROR^7: ^2No PolyZone creation script detected ^7")
return nil
end
-------------------------------------------------------------
@@ -130,11 +174,12 @@ end
--- removePolyZone(zone)
--- ```
function removePolyZone(Location)
if isStarted(OXLibExport) then
debugPrint("^6Bridge^7: ^2Removing ^2poly with ^7"..OXLibExport)
Location:remove()
elseif isStarted("PolyZone") then
debugPrint("^6Bridge^7: ^2poly with ^7PolyZone")
Location:destroy()
for i = 1, #polyCreation do
local script = polyCreation[i]
if isStarted(script.polyZoneScript) then
debugPrint("^6Bridge^7: ^2Removing ^3"..script.polyZoneScript.." ^2Zone^7")
script.removeZone(Location)
break
end
end
end

View File

@@ -1,266 +0,0 @@
-------------------------------------------------------------
-- Selling Menu and Animation
-------------------------------------------------------------
--- Opens a selling menu with available items and prices.
---
--- @param data table Contains selling menu data:
--- - sellTable (`table`) Table with Header and Items (item names and prices).
--- - ped (optional) (`number`) Ped entity involved.
--- - onBack (optional) (`function`) Callback for returning.
--- @usage
--- ```lua
--- sellMenu({
--- sellTable = {
--- Header = "Sell Items",
--- Items = {
--- ["gold_ring"] = 100,
--- ["diamond"] = 500,
--- },
--- },
--- ped = pedEntity,
--- onBack = function() print("Returning to previous menu") end,
--- })
--- ```
function sellMenu(data)
local origData = data
local Menu = {}
if data.sellTable.Items then
local itemList = {}
for k, v in pairs(data.sellTable.Items) do itemList[k] = 1 end
local _, hasTable = hasItem(itemList)
for k, v in pairsByKeys(data.sellTable.Items) do
if Items[k] then
Menu[#Menu + 1] = {
isMenuHeader = not hasTable[k].hasItem,
icon = invImg(k),
header = Items[k].label..(hasTable[k].hasItem and "💰 (x"..hasTable[k].count..")" or ""),
txt = (Loc and Loc[Config.Lan]) and Loc[Config.Lan].info["sell_all"]..v.." "..Loc[Config.Lan].info["sell_each"]
or "Sell ALL at $"..v.." each",
onSelect = function()
sellAnim({ item = k, price = v, ped = data.ped, onBack = function() sellMenu(data) end })
end,
}
end
end
else
for k, v in pairsByKeys(data.sellTable) do
if type(v) == "table" then
Menu[#Menu + 1] = {
arrow = true,
header = k,
txt = "Amount of items: "..countTable(v.Items),
onSelect = function()
v.onBack = function()
sellMenu(origData)
end
v.sellTable = data.sellTable[k]
sellMenu(v)
end,
}
end
end
end
openMenu(Menu, {
header = data.sellTable.Header or "Amount of items: "..countTable(data.sellTable.Items or data.sellTable),
headertxt = data.sellTable.Header and "Amount of items: "..countTable(data.sellTable.Items or data.sellTable),
canClose = true,
onBack = data.onBack,
})
end
--- Plays the selling animation and processes the sale transaction.
---
--- Checks if the player has the item, plays animations, triggers the server event for selling,
--- and then calls the onBack callback if provided.
---
--- @param data table Contains:
--- `- item: The item to sell.
--- `- price: Price per item.
--- `- ped (optional): Ped entity involved.
--- `- onBack (optional): Callback to call on completion.
---@usage
--- ```lua
--- sellAnim({
--- item = "gold_ring",
--- price = 100,
--- ped = pedEntity,
--- onBack = function() sellMenu(data) end,
--- })
--- ```
function sellAnim(data)
if not hasItem(data.item, 1) then
triggerNotify(nil, Loc[Config.Lan].error["dont_have"].." "..Items[data.item].label, "error")
return
end
-- Remove any attached clipboard objects.
for _, obj in pairs(GetGamePool('CObject')) do
for _, model in pairs({ `p_cs_clipboard` }) do
if GetEntityModel(obj) == model and IsEntityAttachedToEntity(data.ped, obj) then
DeleteObject(obj)
DetachEntity(obj, 0, 0)
SetEntityAsMissionEntity(obj, true, true)
Wait(100)
DeleteEntity(obj)
end
end
end
TriggerServerEvent(getScript().."Sellitems", data)
lookEnt(data.ped)
local dict = "mp_common"
playAnim(dict, "givetake2_a", 0.3, 48)
playAnim(dict, "givetake2_b", 0.3, 48, data.ped)
Wait(2000)
StopAnimTask(PlayerPedId(), dict, "givetake2_a", 0.5)
StopAnimTask(data.ped, dict, "givetake2_b", 0.5)
if data.onBack then
data.onBack()
end
end
--- Server event handler for processing item sales.
--- Removes sold items from inventory and funds the player based on the sale.
RegisterNetEvent(getScript().."Sellitems", function(data)
local src = source
local hasItems, hasTable = hasItem(data.item, 1, src)
if hasItems then
removeItem(data.item, hasTable[data.item].count, src)
fundPlayer((hasTable[data.item].count * data.price), "cash", src)
else
triggerNotify(nil, Loc[Config.Lan].error["dont_have"].." "..Items[data.item].label, "error", src)
end
end)
-------------------------------------------------------------
-- Shop Interface
-------------------------------------------------------------
--- Opens a shop interface for the player.
---
--- Checks job/gang restrictions, then uses the active inventory system to open the shop.
--- @param data table Contains:
--- - shop (`string`) The shop identifier.
--- - items (`table`) The items available in the shop.
--- - coords (`vector3`) where the shop is located.
--- - job/gang (optional) (`string`) Job or gang requirements.
---@usage
--- ```lua
--- openShop({
--- shop = "weapon_shop",
--- items = weaponShopItems,
--- coords = vector3(100.0, 200.0, 300.0),
--- job = "police",
--- })
--- ```
function openShop(data)
jsonPrint(data)
if (data.job or data.gang) and not jobCheck(data.job or data.gang) then return end
if Config.General.JimShops then
TriggerServerEvent("jim-shops:ShopOpen", "shop", data.items.label, data.items)
elseif isStarted(OXInv) then
exports[OXInv]:openInventory('shop', { type = data.shop })
elseif isStarted(QSInv) then
TriggerServerEvent("inventory:server:OpenInventory", "shop", data.items.label, data.items)
elseif isStarted(TgiannInv) then
TriggerServerEvent(getScript()..':server:openServerShop', data.shop)
elseif isStarted(CodeMInv) then
--print(data.shop)
TriggerEvent("codem-inventory:openshop", data.shop)
elseif isStarted(QBInv) then
TriggerServerEvent(getScript()..':server:openServerShop', data.shop)
TriggerServerEvent("inventory:server:OpenInventory", "shop", data.items.label, data.items)
elseif isStarted(PSInv) then
TriggerServerEvent(getScript()..':server:openServerShop', data.shop)
TriggerServerEvent("inventory:server:OpenInventory", "shop", data.items.label, data.items)
elseif isStarted(RSGInv) then
TriggerServerEvent(getScript()..':server:openServerShop', data.shop)
end
lookEnt(data.coords)
end
RegisterNetEvent(getScript()..':server:openServerShop', function(data)
if isStarted(QBInv) and checkExportExists(QBInv, "OpenShop") then
exports[QBInv]:OpenShop(source, data)
end
if isStarted(PSInv) and checkExportExists(PSInv, "OpenShop") then
exports[PSInv]:OpenShop(source, data)
end
if isStarted(TgiannInv) then
exports[TgiannInv]:OpenShop(source, data)
end
if isStarted(RSGInv) then
exports[RSGInv]:OpenShop(source, data)
end
end)
--- Registers a shop with the active inventory system.
--- Supports either OXInv or QBInv (with QBInvNew flag).
---
--- @param name string Unique shop identifier.
--- @param label string Display name for the shop.
--- @param items table List of available shop items.
--- @param society string|nil (Optional) Society identifier for shared shops.
--- @usage
--- ```lua
--- registerShop("weaponShop", "Weapon Shop", weaponItems, "society_weapons")
--- ```
function registerShop(name, label, items, society)
local shopResource = ""
if isStarted(OXInv) then
shopResource = OXInv
exports[OXInv]:RegisterShop(name, {
name = label,
inventory = items,
society = society,
})
elseif isStarted(TgiannInv) then
shopResource = TgiannInv
exports[TgiannInv]:RegisterShop(name, items)
elseif isStarted(QBInv) and checkExportExists(QBInv, "CreateShop") then
shopResource = QBInv
exports[QBInv]:CreateShop({
name = name,
label = label,
slots = #items,
items = items,
society = society,
})
elseif isStarted(PSInv) and checkExportExists(PSInv, "CreateShop") then
shopResource = PSInv
exports[PSInv]:CreateShop({
name = name,
label = label,
slots = #items,
items = items,
society = society,
})
elseif isStarted(RSGInv) then
shopResource = RSGInv
exports[RSGInv]:CreateShop({
name = name,
label = label,
slots = #items,
items = items,
society = society,
})
end
if shopResource ~= "" then
debugPrint("^6Bridge^7: ^2Registering ^5"..shopResource.." ^3Store^7:", name, "^4Label^7: "..label)
else
debugPrint("^1ERROR^7: ^1Couldn't find supported inventory to register shop^7:", name)
end
end

View File

@@ -1,39 +1,73 @@
local activeSkillCheck = false
local skillCheckFunc = {
qb = {
start = function(data)
local Skillbar = exports["qb-minigames"]:Skillbar()
if Skillbar then
return true
else
return false
end
end,
},
ox = {
start = function(data)
local Skillbar = exports[OXLibExport]:skillCheck(
{
"easy",
"easy",
"easy"
},
{
"1",
"2",
"3",
"4"
}
)
if Skillbar then
return true
else
return false
end
end,
},
gta = {
start = function(data)
local Skillbar = exports.jim_bridge:skillCheck()
if Skillbar then
return true
else
return false
end
end,
},
lation = {
start = function(data)
local Skillbar = exports.lation_ui:skillCheck("",
{
"easy",
"easy",
"easy"
},
{
"1",
"2",
"3",
"4"
})
if Skillbar then
return true
else
return false
end
end,
},
}
function skillCheck(data)
local result = false
if Config.System.skillCheck == "qb" then
local Skillbar = exports["qb-minigames"]:Skillbar()
if Skillbar then
result = true
else
result = false
end
elseif Config.System.skillCheck == "ox" then
local Skillbar = exports[OXLibExport]:skillCheck(
{
"easy",
"easy",
"easy"
},
{
"1",
"2",
"3",
"4"
})
if Skillbar then
result = true
else
result = false
end
elseif Config.System.skillCheck == "gta" then
exports.jim_bridge:skillCheck()
else
result = true
if Config.System.skillCheck then
return skillCheckFunc[Config.System.skillCheck].start(data)
end
return result
return true
end

View File

@@ -11,6 +11,190 @@
• Tgiann-bank
]]
local societyFunc = {
{ bankName = "Renewed-Banking",
getAccount =
function(society)
return exports["Renewed-Banking"]:getAccountMoney(society)
end,
chargeSociety =
function(society, amount)
exports['Renewed-Banking']:removeAccountMoney(society, amount)
end,
fundSociety =
function(society, amount)
exports['Renewed-Banking']:addAccountMoney(society, amount)
end,
},
{ bankName = "fd_banking",
getAccount =
function(society)
return exports["fd_banking"]:GetAccount(society)
end,
chargeSociety =
function(society, amount)
exports["fd_banking"]:RemoveMoney(society, amount)
end,
fundSociety =
function(society, amount)
exports["fd_banking"]:AddMoney(society, amount)
end,
},
{ bankName = "okokBanking",
getAccount =
function(society)
return exports['okokBanking']:GetAccount(society)
end,
chargeSociety =
function(society, amount)
exports['okokBanking']:RemoveMoney(society, amount)
end,
fundSociety =
function(society, amount)
exports['okokBanking']:AddMoney(society, amount)
end,
},
{ bankName = "tgiann-bank",
getAccount =
function(society)
if Jobs[society] then
return exports["tgiann-bank"]:GetJobAccountBalance(society)
else
return exports["tgiann-bank"]:GetGangAccountBalance(society)
end
end,
chargeSociety =
function(society, amount)
if Jobs[society] then
exports["tgiann-bank"]:RemoveJobMoney(society, amount)
else
exports["tgiann-bank"]:RemoveGangMoney(society, amount)
end
end,
fundSociety =
function(society, amount)
if Jobs[society] then
exports["tgiann-bank"]:AddJobMoney(society, amount)
else
exports["tgiann-bank"]:AddGangMoney(society, amount)
end
end,
},
{ bankName = "qb-banking",
getAccount =
function(society)
if not exports["qb-banking"]:GetAccount(society) then
if Jobs[society] then
print("^6Bridge^7: ^2Making new bank account in ^7'^3qb-banking^7' ^2for ^7'^3"..society.."^7'")
exports["qb-banking"]:CreateJobAccount(society, 0)
Wait(150)
elseif Gangs[society] then
print("^6Bridge^7: ^2Making new bank account in ^7'^3qb-banking^7' ^2for ^7'^3"..society.."^7'")
exports["qb-banking"]:CreateGangAccount(society, 0)
Wait(150)
end
end
return exports["qb-banking"]:GetAccountBalance(society)
end,
chargeSociety =
function(society, amount)
if not exports["qb-banking"]:GetAccount(society) then
if Jobs[society] then
print("^6Bridge^7: ^2Making new bank account in ^7'^3qb-banking^7' ^2for ^7'^3"..society.."^7'")
exports["qb-banking"]:CreateJobAccount(society, 0) Wait(150) -- make new account if return "null"
elseif Gangs[society] then
print("^6Bridge^7: ^2Making new bank account in ^7'^3qb-banking^7' ^2for ^7'^3"..society.."^7'")
exports["qb-banking"]:CreateGangAccount(society, 0) Wait(150) -- make new account if return "null"
end
end
exports["qb-banking"]:RemoveMoney(society, amount)
end,
fundSociety =
function(society, amount)
if not exports["qb-banking"]:GetAccount(society) then
if Jobs[society] then
print("^6Bridge^7: ^2Making new bank account in ^7'^3qb-banking^7' ^2for ^7'^3"..society.."^7'")
exports["qb-banking"]:CreateJobAccount(society, 0)
Wait(150)
elseif Gangs[society] then
print("^6Bridge^7: ^2Making new bank account in ^7'^3qb-banking^7' ^2for ^7'^3"..society.."^7'")
exports["qb-banking"]:CreateGangAccount(society, 0)
Wait(150)
end
end
exports["qb-banking"]:AddMoney(society, amount)
end,
},
{ bankName = "esx_society",
getAccount =
function(society)
local checkExist = exports.esx_society:GetSociety(society)
if checkExist == nil then
print("^6Bridge^7: ^2Making new bank account in ^7'^3esx_society^7' ^2for ^7'^3"..society.."^7'")
exports.esx_society:registerSociety(
society,
Gangs[society] and Gangs[society].label or Jobs[society] and Jobs[society].label,
society,
society,
society,
{type = "public"}
)
end
local p = promise.new()
TriggerEvent('esx_addonaccount:getSharedAccount', checkExist.account, function(account)
p:resolve(account.money)
end)
local newAmount = Citizen.Await(p)
return newAmount
end,
chargeSociety =
function(society, amount)
local checkExist = exports.esx_society:GetSociety(society)
if checkExist == nil then
print("^6Bridge^7: ^2Making new bank account in ^7'^3esx_society^7' ^2for ^7'^3"..society.."^7'")
exports.esx_society:registerSociety(
society,
Gangs[society] and Gangs[society].label or Jobs[society] and Jobs[society].label,
society,
society,
society,
{type = "public"}
)
end
TriggerEvent('esx_addonaccount:getSharedAccount', checkExist.account, function(account)
if amount > 0 and account.money >= amount then
account.removeMoney(amount)
end
end)
end,
fundSociety =
function(society, amount)
local checkExist = exports.esx_society:GetSociety(society)
if checkExist == nil then
print("^6Bridge^7: ^2Making new bank account in ^7'^3esx_society^7' ^2for ^7'^3"..society.."^7'")
exports.esx_society:registerSociety(
society,
Gangs[society] and Gangs[society].label or Jobs[society] and Jobs[society].label,
society,
society,
society,
{type = "public"}
)
end
TriggerEvent('esx_addonaccount:getSharedAccount', checkExist.account, function(account)
account.addMoney(amount)
end)
end,
},
}
--- Retrieves the current balance of a society's bank account.
--- @param society string The identifier of the society.
--- @return number number The current account balance.
@@ -20,56 +204,19 @@
--- print("Police account balance: $"..balance)
--- ```
function getSocietyAccount(society)
local bankScript, amount = "", 0
local amount = 0
if society == nil or society == "none" then return amount end
if isStarted("qb-banking") then
bankScript = "qb-banking"
if not exports["qb-banking"]:GetAccount(society) then
if Jobs[society] then
print("^6Bridge^7: ^2Making new bank account in ^7'^3qb-banking^7' ^2for ^7'^3"..society.."^7'")
exports["qb-banking"]:CreateJobAccount(society, 0)
Wait(150)
elseif Gangs[society] then
print("^6Bridge^7: ^2Making new bank account in ^7'^3qb-banking^7' ^2for ^7'^3"..society.."^7'")
exports["qb-banking"]:CreateGangAccount(society, 0)
Wait(150)
end
end
amount = exports["qb-banking"]:GetAccountBalance(society)
--elseif isStarted("esx_society") then
-- bankScript = "esx_society"
-- -- Since esx_society does not have a native client export for retrieving money,
-- -- we use a server callback to get the final amount.
-- amount = triggerCallback(getScript()..":getESXSocietyAccount", society) or 0
elseif isStarted("Renewed-Banking") then
bankScript = "Renewed-Banking"
amount = exports["Renewed-Banking"]:getAccountMoney(society)
elseif isStarted("fd_banking") then
bankScript = "fd_banking"
amount = exports["fd_banking"]:GetAccount(society)
elseif isStarted("okokBanking") then
bankScript = "okokBanking"
amount = exports['okokBanking']:GetAccount(society)
elseif isStarted("tgiann-bank") then
bankScript = "tgiann-bank"
if Jobs[society] then
amount = exports["tgiann-bank"]:GetJobAccountBalance(society)
else
amount = exports["tgiann-bank"]:GetGangAccountBalance(society)
for i = 1, #societyFunc do
local script = societyFunc[i]
if isStarted(script.bankName) then
local amount = script.getAccount(society)
debugPrint("^6Bridge^7: ^3"..script.bankName.."^7: ^2Retrieved account ^7'^6"..society.."^7' ($"..tostring(amount)..")")
return amount
end
end
if bankScript == "" then
print("^1Error^7: ^3GetSocietyAccount^7: ^2No supported banking script found")
else
debugPrint("^6Bridge^7: ^3"..bankScript.."^7: ^2Retrieved account ^7'^6"..society.."^7' ($"..amount..")")
end
print("^1Error^7: ^3GetSocietyAccount^7: ^2No supported banking script found")
return amount
end
@@ -82,52 +229,18 @@ end
--- chargeSociety("police", 1000)
--- ```
function chargeSociety(society, amount)
local bankScript, newAmount = "", 0
if isStarted("qb-banking") then
bankScript = "qb-banking"
if not exports["qb-banking"]:GetAccount(society) then
if Jobs[society] then
print("^6Bridge^7: ^2Making new bank account in ^7'^3qb-banking^7' ^2for ^7'^3"..society.."^7'")
exports["qb-banking"]:CreateJobAccount(society, 0) Wait(150) -- make new account if return "null"
elseif Gangs[society] then
print("^6Bridge^7: ^2Making new bank account in ^7'^3qb-banking^7' ^2for ^7'^3"..society.."^7'")
exports["qb-banking"]:CreateGangAccount(society, 0) Wait(150) -- make new account if return "null"
end
end
exports["qb-banking"]:RemoveMoney(society, amount)
--elseif isStarted("esx_society") then
-- bankScript = "esx_society"
-- TriggerEvent("esx_society:withdrawMoney", society, amount)
elseif isStarted("Renewed-Banking") then
bankScript = "Renewed-Banking"
exports['Renewed-Banking']:removeAccountMoney(society, amount)
elseif isStarted("fd_banking") then
bankScript = "fd_banking"
exports["fd_banking"]:RemoveMoney(society, amount)
elseif isStarted("okokBanking") then
bankScript = "okokBanking"
exports['okokBanking']:RemoveMoney(society, amount)
elseif isStarted("tgiann-bank") then
bankScript = "tgiann-bank"
if Jobs[society] then
exports["tgiann-bank"]:RemoveJobMoney(society, amount)
else
exports["tgiann-bank"]:RemoveGangMoney(society, amount)
for i = 1, #societyFunc do
local script = societyFunc[i]
if isStarted(script.bankName) then
script.chargeSociety(society, amount)
local newAmount = getSocietyAccount(society)
debugPrint("^6Bridge^7: ^3"..script.bankName.."^7: ^2Removing $"..amount.." from account '^6"..society.."^7' ($"..tostring(newAmount)..")")
return
end
end
if bankScript == "" then
print("^1Error^7: ^3ChargeSociety^7: ^2No supported banking script found")
else
newAmount = getSocietyAccount(society)
debugPrint("^6Bridge^7: ^3"..bankScript.."^7: ^2Removing $"..amount.." from account '^6"..society.."^7' ($"..newAmount..")")
end
print("^1Error^7: ^3ChargeSociety^7: ^2No supported banking script found")
end
--- Adds funds to a society's bank account.
@@ -138,66 +251,26 @@ end
--- fundSociety("police", 500)
--- ```
function fundSociety(society, amount)
local bankScript, newAmount, success = "", 0, false
if isStarted("qb-banking") then
bankScript = "qb-banking"
if not exports["qb-banking"]:GetAccount(society) then
if Jobs[society] then
print("^6Bridge^7: ^2Making new bank account in ^7'^3qb-banking^7' ^2for ^7'^3"..society.."^7'")
exports["qb-banking"]:CreateJobAccount(society, 0)
Wait(150)
elseif Gangs[society] then
print("^6Bridge^7: ^2Making new bank account in ^7'^3qb-banking^7' ^2for ^7'^3"..society.."^7'")
exports["qb-banking"]:CreateGangAccount(society, 0)
Wait(150)
end
end
exports["qb-banking"]:AddMoney(society, amount)
--elseif isStarted("esx_society") then
-- bankScript = "esx_society"
-- -- Use the esx_society event to deposit money.
-- TriggerServerEvent('esx_society:depositMoney', society, amount)
-- -- Use callback to return the updated balance.
-- newAmount = triggerCallback(getScript()..":getESXSocietyAccount", society) or 0
elseif isStarted("Renewed-Banking") then
bankScript = "Renewed-Banking"
exports['Renewed-Banking']:addAccountMoney(society, amount)
newAmount = exports["Renewed-Banking"]:getAccountMoney(society)
elseif isStarted("fd_banking") then
bankScript = "fd_banking"
exports["fd_banking"]:AddMoney(society, amount)
elseif isStarted("okokBanking") then
bankScript = "okokBanking"
exports['okokBanking']:AddMoney(society, amount)
elseif isStarted("tgiann-bank") then
bankScript = "tgiann-bank"
if Jobs[society] then
exports["tgiann-bank"]:AddJobMoney(society, amount)
else
exports["tgiann-bank"]:AddGangMoney(society, amount)
for i = 1, #societyFunc do
local script = societyFunc[i]
if isStarted(script.bankName) then
script.fundSociety(society, amount)
local newAmount = getSocietyAccount(society)
debugPrint("^6Bridge^7: ^3"..script.bankName.."^7: ^2Adding ^7$"..amount.." ^2to account ^7'^6"..society.."^7' ($"..tostring(newAmount)..")")
return
end
end
if bankScript == "" then
print("^1Error^7: ^3FundSociety^7: ^2No supported banking script found")
else
newAmount = getSocietyAccount(society)
debugPrint("^6Bridge^7: ^3"..bankScript.."^7: ^2Adding ^7$"..amount.." ^2to account ^7'^6"..society.."^7' ($"..newAmount..")")
end
print("^1Error^7: ^3FundSociety^7: ^2No supported banking script found")
end
-- other
if isStarted("esx_society") then
createCallback(getScript()..":getESXSocietyAccount", function(source, society)
-- Example query adjust table/field names to match your esx_society implementation.
local result = MySQL.scalar.await('SELECT money FROM society_money WHERE society = ?', { society })
return result or 0
if isServer() then
createCallback(getScript()..":server:getAccount", function(source, society)
if society then
local getMoney = getSocietyAccount(society)
return getMoney
end
return 0
end)
end

View File

@@ -1,700 +0,0 @@
--[[
Stash Management Module
-------------------------
This module handles stash-related operations including:
• Retrieving stash items (from server or local cache).
• Checking for required items in stashes.
• Opening stashes using different inventory systems.
• Removing items from stashes.
• Checking if a stash has specific items.
]]
-- Global variable to hold the current stash (used in callbacks).
local stash
-- If running on the server, create a callback to retrieve stash items.
if isServer() then
createCallback(getScript()..':server:GetStashItems', function(source, stashName)
stash = getStash(stashName)
return stash
end)
end
-- Local cache for stashes.
local stashCache = {}
--- Retrieves (or updates) a local stash cache entry with a timeout.
--- When the cache is empty or expired, it triggers a server callback to update the items.
---
--- @param stashName string The name of the stash.
--- @param stop boolean (Optional) If true, clears the entire stash cache.
--- @return boolean True if items exist in cache (and recheck is skipped), false otherwise.
---
--- @usage
--- ```lua
--- local cached = GetStashTimeout("playerStash")
--- ```
function GetStashTimeout(stashName, stop)
if stop then
stashCache = {}
return
end
-- Retrieve cache for this stash, or initialize if not present.
stash = stashCache[stashName]
if not stash then
debugPrint("^6Bridge^7: ^2Local Stash ^7'^3"..stashName.."^7'^2 cache ^1not ^2found^7, ^2need to grab from server^7")
stashCache[stashName] = { items = {}, timeout = 0 }
stash = stashCache[stashName]
else
debugPrint("^6Bridge^7: ^2Local Stash for ^7'^3"..stashName.."^7'^2 cache found^7")
end
-- If there are already items in cache, skip recheck.
if countTable(stashCache[stashName].items) > 0 then
debugPrint("^6Bridge^7: '^3"..stashName.."^7' ^2Items found in local cache, skipping server recheck")
return true
end
-- If timeout has expired, update the stash items from the server.
if stashCache[stashName].timeout <= 0 then
stashCache[stashName].items = triggerCallback(getScript()..':server:GetStashItems', stashName)
stashCache[stashName].timeout = 10000 -- Timeout in milliseconds.
CreateThread(function()
while stashCache[stashName] and stashCache[stashName].timeout > 0 do
stashCache[stashName].timeout -= 1000
Wait(1000)
end
debugPrint("^6Bridge^7: ^2Local Stash ^7'^3"..stashName.."^7'^2 cache timed out^7, ^3Clearing^7")
stashCache[stashName] = nil
end)
end
return false
end
--- Checks if the specified stashes have the required items.
---
--- If multiple stashes are provided (as a table), it iterates over each until all required items are found.
---
--- @param stashes string|table Either a single stash name or a table of stash names.
--- @param itemTable table A table where keys are item names and values are the required amounts.
--- @return boolean, string|nil `boolean, string` true and the stash name if found, otherwise false and nil.
---
--- @usage
--- ```lua
--- local found, stashName = checkStashItem({"playerStash", "storageStash"}, { iron = 2, wood = 5 })
--- ```
function checkStashItem(stashes, itemTable)
if not stashes then
return hasItem(itemTable), nil
end
if type(stashes) == "table" then
debugPrint("^6Bridge^7: ^2Checking multiple stashes for ingredients^7")
-- Iterate over each provided stash name.
for _, name in pairs(stashes) do
GetStashTimeout(name)
if stashhasItem(stashCache[name].items, itemTable, nil) then
return true, name
end
end
else
debugPrint("^6Bridge^7: ^2Checking "..(stashes and " '^3"..stashes.."^7'" or "").." ingredients")
GetStashTimeout(stashes)
return stashhasItem(stashCache[stashes].items, itemTable), stashes
end
return false, nil
end
-------------------------------------------------------------
-- Stash Opening Functions
-------------------------------------------------------------
--- Opens a stash using the active inventory system.
---
--- Checks for job or gang restrictions before opening the stash.
---
--- @param data table A table containing stash data:
--- - stash (string): The stash identifier.
--- - label (string): Display label.
--- - maxWeight (number|nil): Maximum weight (default 600000).
--- - slots (number|nil): Number of slots (default 40).
--- - stashOptions (table|nil): Additional options for the stash.
--- - job/gang (string|nil): Restriction for access.
--- - coords (vector3): Coordinates to "look" at.
---
--- @usage
--- ```lua
--- openStash({ stash = "playerStash", label = "Player Stash", coords = vector3(100, 200, 30) })
--- ```
function openStash(data)
if (data.job or data.gang) and not jobCheck(data.job or data.gang) then return end
if isStarted(OXInv) then
exports[OXInv]:openInventory('stash', data.stash)
elseif isStarted(CoreInv) then
TriggerServerEvent('core_inventory:server:openInventory', data.stash, 'stash')
elseif isStarted(CodeMInv) then
TriggerServerEvent('codem-inventory:server:openstash', data.stash, data.slots, data.maxWeight, data.label)
elseif isStarted(OrigenInv) then
exports[OrigenInv]:openInventory('stash', data.stash, { label = data.label })
elseif isStarted(TgiannInv) then
TriggerServerEvent(getScript()..':server:openServerStash', {
stashName = data.stash,
label = data.label,
maxweight = data.maxWeight or 600000,
slots = data.slots or 40
})
elseif isStarted(JPRInv) then
if QBInvNew then
TriggerServerEvent(getScript()..':server:openServerStash', {
stashName = data.stash,
label = data.label,
maxweight = data.maxWeight or 600000,
slots = data.slots or 40
})
else
TriggerEvent("inventory:client:SetCurrentStash", data.stash)
TriggerServerEvent("inventory:server:OpenInventory", "stash", data.stash, {
slots = data.slots or 50,
maxWeight = data.maxWeight or 600000
})
end
elseif isStarted(QBInv) then
if QBInvNew then
TriggerServerEvent(getScript()..':server:openServerStash', {
stashName = data.stash,
label = data.label,
maxweight = data.maxWeight or 600000,
slots = data.slots or 40
})
else
TriggerEvent("inventory:client:SetCurrentStash", data.stash)
TriggerServerEvent("inventory:server:OpenInventory", "stash", data.stash, {
slots = data.slots or 50,
maxWeight = data.maxWeight or 600000
})
end
elseif isStarted(PSInv) then
if QBInvNew then
TriggerServerEvent(getScript()..':server:openServerStash', {
stashName = data.stash,
label = data.label,
maxweight = data.maxWeight or 600000,
slots = data.slots or 40
})
else
TriggerEvent("ps-inventory:client:SetCurrentStash", data.stash)
TriggerEvent("inventory:client:SetCurrentStash", data.stash)
TriggerServerEvent("inventory:server:OpenInventory", "stash", data.stash, {
slots = data.slots or 50,
maxWeight = data.maxWeight or 600000
})
end
elseif isStarted(RSGInv) then
TriggerServerEvent(getScript()..':server:openServerStash', {
stashName = data.stash,
label = data.label,
maxweight = data.maxWeight or 600000,
slots = data.slots or 40
})
else
--Fallback to these commands
TriggerEvent("inventory:client:SetCurrentStash", data.stash)
TriggerServerEvent("inventory:server:OpenInventory", "stash", data.stash, {
slots = data.slots or 50,
maxWeight = data.maxWeight or 600000
})
end
lookEnt(data.coords)
end
-- Wrapper function for opening stash from the server.
-- Messy but not much else I can do about it.
RegisterNetEvent(getScript()..":server:openServerStash", function(data)
local src = source
if isStarted(TgiannInv) then
exports[TgiannInv]:OpenInventory(source, 'stash', data.stashName, data)
end
if isStarted(JPRInv) then
exports[JPRInv]:OpenInventory(source, data.stashName, data)
end
if isStarted(QBInv) then
exports[QBInv]:OpenInventory(source, data.stashName, data)
end
if isStarted(PSInv) then
exports[PSInv]:OpenInventory(source, data.stashName, data)
end
if isStarted(RSGInv) then
exports[RSGInv]:OpenInventory(source, data.stashName, data)
end
end)
function clearStash(stashId)
if isStarted(JPRInv) then
debugPrint("^5Bridge^7: ^2Clearing ^3"..JPRInv.."^2 Stash^7", stashId)
MySQL.Async.insert('INSERT INTO stashitems (stash, items) VALUES (:stash, :items) ON DUPLICATE KEY UPDATE items = :items', {
['stash'] = stashId,
['items'] = json.encode({})
})
elseif isStarted(QBInv) then
debugPrint("^5Bridge^7: ^2Clearing ^3"..QBInv.."^2 Stash^7", stashId)
if QBInvNew then
exports[QBInv]:ClearStash(stashId)
else
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(OXInv) then
debugPrint("^5Bridge^7: ^2Clearing ^3"..OXInv.."^2 Stash^7", stashId)
exports[OXInv]:ClearInventory(stashId)
elseif isStarted(PSInv) then
debugPrint("^5Bridge^7: ^2Clearing ^3"..PSInv.."^2 Stash^7", stashId)
MySQL.Async.insert('INSERT INTO stashitems (stash, items) VALUES (:stash, :items) ON DUPLICATE KEY UPDATE items = :items', {
['stash'] = stashId,
['items'] = json.encode({})
})
elseif isStarted(QSInv) then
debugPrint("^5Bridge^7: ^2Clearing ^3"..QSInv.."^2 Stash^7", stashId)
exports[QSInv]:ClearOtherInventory('stash', stashId)
elseif isStarted(CoreInv) then
debugPrint("^5Bridge^7: ^2Clearing ^3"..CoreInv.."^2 Stash^7", stashId)
exports[CoreInv]:clearInventory("stash-"..stashId)
elseif isStarted(CodeMInv) then
debugPrint("^5Bridge^7: ^2Clearing ^3"..CodeMInv.."^2 Stash^7", stashId)
exports[CodeMInv]:ClearInventory(stashId)
elseif isStarted(OrigenInv) then
debugPrint("^5Bridge^7: ^2Clearing ^3"..OrigenInv.."^2 Stash^7", stashId)
exports[OrigenInv]:ClearInventory(stashId)
elseif isStarted(TgiannInv) then
debugPrint("^5Bridge^7: ^2Clearing ^3"..TgiannInv.."^2 Stash^7", stashId)
exports["tgiann-inventory"]:DeleteInventory("stash", stashId)
elseif isStarted(RSGInv) then
debugPrint("^5Bridge^7: ^2Clearing ^3"..RSGInv.."^2 Stash^7", stashId)
exports[RSGInv]:ClearStash(stashId)
end
end
-------------------------------------------------------------
-- Stash Retrieval Function
-------------------------------------------------------------
--- Retrieves stash items from the active inventory system.
---
--- This function converts the raw stash items into a standardized table using the global Items lookup.
---
--- @param stashName string The identifier for the stash.
--- @return stashTable table A table of items from the stash.
---
--- @usage
--- ```lua
--- local items = getStash("playerStash")
--- ```
function getStash(stashName)
local stashResource = ""
if type(stashName) ~= "string" then
print("^6Bridge^7: ^2Stash name was not a string ^3"..stashName.."^7(^3"..type(stashName).."^7)")
return {}
end
local stashItems, items = {}, {}
if isStarted(OXInv) then
stashResource = OXInv
local stash = exports[OXInv]:Inventory(stashName)
-- Add fallback if ox can't find the stash and returns a boolean
stashItems = type(stash) == "table" and stash.items or {}
elseif isStarted(QSInv) then
stashResource = QSInv
stashItems = exports[QSInv]:GetStashItems(stashName)
elseif isStarted(CoreInv) then
stashResource = CoreInv
stashItems = exports[CoreInv]:getInventory(stashName)
elseif isStarted(CodeMInv) then
stashResource = CodeMInv
stashItems = exports[CodeMInv]:GetStashItems(stashName)
elseif isStarted(OrigenInv) then
stashResource = OrigenInv
stashItems = exports[OrigenInv]:getInventory(stashName)
elseif isStarted(TgiannInv) then
stashResource = TgiannInv
stashItems = exports[TgiannInv]:GetSecondaryInventoryItems("stash", stashName)
elseif isStarted(PSInv) then
stashResource = PSInv
local result = MySQL.scalar.await('SELECT items FROM stashitems WHERE stash = ?', { stashName })
if result then stashItems = json.decode(result) end
elseif isStarted(JPRInv) then
stashResource = JPRInv
local result = MySQL.scalar.await('SELECT items FROM stashitems WHERE stash = ?', { stashName })
if result then stashItems = json.decode(result) end
elseif isStarted(QBInv) then
stashResource = QBInv
if QBInvNew then
local result = exports[QBInv]:GetInventory(stashName) or {}
stashItems = result.items or {}
else
local result = MySQL.scalar.await("SELECT items FROM stashitems WHERE stash = ?", { stashName })
if result then stashItems = json.decode(result) end
end
elseif isStarted(RSGInv) then
stashResource = RSGInv
stashItems = exports[RSGInv]:GetInventory(stashName)
end
debugPrint("^6Bridge^7: ^2Retrieving ^3Stash^2 with ^7"..stashResource)
if stashItems then
for _, item in pairs(stashItems) do
local itemInfo = Items[item.name:lower()]
if itemInfo then
local indexNum = #items + 1 -- Fallback index if slot is missing.
items[(item.slot or indexNum)] = {
name = itemInfo.name or nil,
amount = tonumber(item.amount) or tonumber(item.count),
info = item.info or "",
label = itemInfo.label or nil,
description = itemInfo.description or "",
weight = itemInfo.weight or nil,
type = itemInfo.type or nil,
unique = itemInfo.unique or nil,
useable = itemInfo.useable or nil,
image = itemInfo.image or nil,
slot = (item.slot and item.slot) or indexNum,
metadata = (item.metadata and item.metadata) or nil,
}
end
end
debugPrint("^6Bridge^7: ^3GetStashItems^7: ^2Stash information for '^6"..stashName.."^7' retrieved")
end
jsonPrint(items)
return items
end
-------------------------------------------------------------
-- Stash Item Removal Function
-------------------------------------------------------------
--- Removes items from a stash using the active inventory system.
---
--- Iterates over the provided items and adjusts the stash contents accordingly.
---
--- @param stashItems table The current stash items.
--- @param stashName string|table The stash identifier (or table of identifiers).
--- @param items table A table of items to remove (keys are item names, values are amounts).
---
--- @usage
--- ```lua
--- stashRemoveItem(currentItems, "playerStash", { iron = 2, wood = 5 })
--- ```
function stashRemoveItem(stashItems, stashName, items)
if type(stashName) ~= "table" then
stashName = { stashName }
end
if isStarted(OXInv) then
for k, v in pairs(items) do
for _, name in pairs(stashName) do
local success = exports[OXInv]:RemoveItem(name, k, v)
if success then
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..OXInv, k, v)
break
end
end
end
elseif isStarted(QSInv) then
for k, v in pairs(items) do
exports[QSInv]:RemoveItemIntoStash(stashName[1], k, v)
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..QSInv, k, v)
end
elseif isStarted(CoreInv) then
for k, v in pairs(items) do
exports[CoreInv]:removeItemExact(stashName[1], k, v)
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..CoreInv, k, v)
end
elseif isStarted(CodeMInv) then
for k, v in pairs(items) do
for l in pairs(stashItems) do
if stashItems[l].name == k then
if (stashItems[l].amount - v) <= 0 then
debugPrint("^6Bridge^7: ^2None of this item left in stash ^3Stash^7", k, v)
stashItems[l] = nil
else
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..CodeMInv, k, v)
stashItems[l].amount -= v
end
end
end
end
exports[CodeMInv]:UpdateStash(stashName[1], stashItems)
debugPrint("^6Bridge^7: ^3saveStash^7: ^2Saving ^3CodeM^2 stash ^7'^6"..stashName.."^7'")
elseif isStarted(OrigenInv) then
for k, v in pairs(items) do
exports[OrigenInv]:RemoveFromStash(stashName[1], k, v)
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..OrigenInv, k, v)
end
elseif isStarted(TgiannInv) then
for k, v in pairs(items) do
local itemData = exports[TgiannInv]:GetItemByNameFromSecondaryInventory("stash", stashName[1], k)
exports[TgiannInv]:RemoveItemFromSecondaryInventory("stash", stashName[1], k, v, itemData.slot, nil)
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..TgiannInv, k, v)
end
elseif isStarted(JPRInv) then
if not stashItems or not next(stashItems) then
stashItems = getStash(stashName[1])
end
for k, v in pairs(items) do
for l in pairs(stashItems) do
if stashItems[l].name == k then
if (stashItems[l].amount - v) <= 0 then
debugPrint("^6Bridge^7: ^2None of this item left in stash ^3Stash^7", k, v)
stashItems[l] = nil
else
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with "..JPRInv, k, v)
stashItems[l].amount -= v
end
end
end
end
debugPrint("^6Bridge^7: ^3saveStash^7: ^2Saving ^3JPR^2 stash '^6"..stashName[1].."^7'")
MySQL.Async.insert('INSERT INTO stashitems (stash, items) VALUES (:stash, :items) ON DUPLICATE KEY UPDATE items = :items', {
['stash'] = stashName[1],
['items'] = json.encode(stashItems)
})
elseif isStarted(QBInv) then
if QBInvNew then
for k, v in pairs(items) do
exports[QBInv]:RemoveItem(stashName[1], k, v, false, 'crafting')
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..QBInv, k, v)
end
else
if not stashItems or not next(stashItems) then
stashItems = getStash(stashName[1])
end
for k, v in pairs(items) do
for l in pairs(stashItems) do
if stashItems[l].name == k then
if (stashItems[l].amount - v) <= 0 then
debugPrint("^6Bridge^7: ^2None of this item left in stash ^3Stash^7", k, v)
stashItems[l] = nil
else
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with "..QBInv, k, v)
stashItems[l].amount -= v
end
end
end
end
debugPrint("^6Bridge^7: ^3saveStash^7: ^2Saving ^3QB^2 stash '^6"..stashName[1].."^7'")
MySQL.Async.insert('INSERT INTO stashitems (stash, items) VALUES (:stash, :items) ON DUPLICATE KEY UPDATE items = :items', {
['stash'] = stashName[1],
['items'] = json.encode(stashItems)
})
end
elseif isStarted(PSInv) then
if not stashItems or not next(stashItems) then
stashItems = getStash(stashName[1])
end
for k, v in pairs(items) do
for l in pairs(stashItems) do
if stashItems[l].name == k then
if (stashItems[l].amount - v) <= 0 then
debugPrint("^6Bridge^7: ^2None of this item left in stash ^3Stash^7", k, v)
stashItems[l] = nil
else
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..PSInv, k, v)
stashItems[l].amount -= v
end
end
end
end
debugPrint("^6Bridge^7: ^3saveStash^7: ^2Saving ^3PS^2 stash ^7'^6"..stashName[1].."^7'")
MySQL.Async.insert('INSERT INTO stashitems (stash, items) VALUES (:stash, :items) ON DUPLICATE KEY UPDATE items = :items', {
['stash'] = stashName[1],
['items'] = json.encode(stashItems)
})
elseif isStarted(RSGInv) then
for k, v in pairs(items) do
exports[RSGInv]:RemoveItem(stashName[1], k, v, false, 'crafting')
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..RSGInv, k, v)
end
else
print("^4ERROR^7: ^2No Inventory detected ^7- ^2Check ^3starter^1.^2lua^7")
end
end
RegisterNetEvent(getScript()..":server:stashRemoveItem", stashRemoveItem)
-------------------------------------------------------------
-- Stash Item Availability Check
-------------------------------------------------------------
--- Checks whether a stash has the required amount of specific items.
---
--- It iterates through the provided items and tallies available quantities.
---
--- @param stashItems table The items available in the stash.
--- @param items string|table The item name or table of required items (key: item, value: amount).
--- @param amount number (Optional) The required amount (if a single item is provided).
--- @return boolean, table (`boolean, string`) Returns true (and a table with counts) if all items are available; false otherwise.
---
--- @usage
--- ```lua
--- local hasAll, details = stashhasItem(currentStashItems, { iron = 2, wood = 5 })
--- ```
function stashhasItem(stashItems, items, amount)
local invs = { OXInv, QSInv, CoreInv, CodeMInv, OrigenInv, TgiannInv, JPRInv, QBInv, PSInv, RSGInv }
local foundInv = ""
for _, inv in ipairs(invs) do
if isStarted(inv) then
foundInv = inv:gsub("%-", "^7-^6"):gsub("%_", "^7_^6")
break
end
end
-- Ensure items is a table.
if type(items) ~= "table" then items = { [items] = amount and amount or 1, } end
local hasTable = {}
for item, requiredAmount in pairs(items) do
local count = 0
for _, itemData in pairs(stashItems) do
if itemData and (itemData.name == item) then
count += (itemData.amount or 1)
end
end
local debugMsg = string.format("^6Bridge^7: ^3stashHasItem^7[^6%s^7]: %s '%s' ^3%d^7/^3%d^7", foundInv, (count >= requiredAmount and "^5FOUND^7" or "^1NOT FOUND^7"), item, count, requiredAmount)
debugPrint(debugMsg)
hasTable[item] = { hasItem = (count >= requiredAmount), count = count }
end
for k, v in pairs(hasTable) do if v.hasItem == false then return false, hasTable end end
return true, hasTable
end
--- Registers a stash with the active inventory system.
--- Supports either OXInv or QSInv.
---
--- @param name string Unique stash identifier.
--- @param label string Display name for the stash.
--- @param slots number|nil (Optional) Number of slots (default 50).
--- @param weight number|nil (Optional) Maximum weight (default 4000000).
--- @param owner string|nil (Optional) Owner identifier for personal stashes.
--- @param coords table|nil (Optional) Coordinates for the stash location.
--- @usage
--- ```lua
--- registerStash(
--- "playerStash",
--- "Player Stash",
--- 100,
--- 8000000,
--- "player123",
--- { x = 100.0, y = 200.0, z = 30.0 }
--- )
--- ```
function registerStash(name, label, slots, weight, owner, coords)
local stashResource = ""
if isStarted(OXInv) then
stashResource = OXInv
exports[OXInv]:RegisterStash(name, label, slots or 50, weight or 4000000, owner or nil)
elseif isStarted(OrigenInv) then
stashResource = OrigenInv
exports["origen_inventory"]:registerStash(name, label, slots or 50, weight or 4000000)
elseif isStarted(TgiannInv) then
stashResource = TgiannInv
exports[TgiannInv]:RegisterStash(name, label, slots or 50, weight or 4000000)
end
if stashResource ~= "" then
debugPrint("^6Bridge^7: ^2Registering ^4"..stashResource.." ^3Stash^7:", name, "^4Label^7: "..label)
else
debugPrint("^1ERROR^7: ^1Couldn't find supported inventory to register stash^7:", name)
end
end
if isServer() then
--- Registers an event to create an OX stash from the server.
--- When triggered, it calls registerStash with the provided parameters.
---
--- @event server:makeOXStash
--- @param name string Unique stash identifier.
--- @param label string Display name for the stash.
--- @param slots number|nil (Optional) Number of slots.
--- @param weight number|nil (Optional) Maximum weight.
--- @param owner string|nil (Optional) Owner identifier.
--- @param coords table|nil (Optional) Stash coordinates.
--- @usage
--- ```lua
--- TriggerEvent(getScript()..":server:makeOXStash", name, label, slots, weight, owner, coords, token)
--- ```
RegisterNetEvent(getScript()..":server:makeOXStash", function(name, label, slots, weight, owner, coords, token)
local src = source or nil
if src then
if not checkToken(src, token, "stash", name) then
return
end
end
registerStash(name, label, slots, weight, owner, coords)
end)
end
RegisterNetEvent(getScript()..":openGrabBox", function(data)
if isStarted(OXInv) then
return
end
local id = ""
if data.metadata then
id = data.metadata.id
elseif data.info then
id = data.info.id
end
openStash({
stash = id,
})
end)

View File

@@ -17,17 +17,206 @@
the module uses DrawText3D prompts. This is experimental and may not work as expected.
]]
local targetFunc = {
{ targetName = OXTargetExport,
entityTarget =
function(entity, opts, dist)
local options = {}
for i = 1, #opts do
options[i] = {
icon = opts[i].icon,
label = opts[i].label,
items = opts[i].item or nil,
groups = opts[i].job or opts[i].gang,
onSelect = opts[i].action,
distance = dist,
canInteract = opts[i].canInteract or nil,
}
end
return exports[OXTargetExport]:addLocalEntity(entity, options)
end,
boxTarget =
function(data, opts, dist)
local options = {}
for i = 1, #opts do
options[i] = {
icon = opts[i].icon,
label = opts[i].label,
items = opts[i].item or nil,
groups = opts[i].groups or opts[i].job or opts[i].gang,
onSelect = opts[i].onSelect or opts[i].action,
distance = dist,
canInteract = opts[i].canInteract or nil,
}
end
data[5].maxZ = data[5].maxZ or (data[2].z + 0.80)
data[5].minZ = data[5].minZ or data[2].z - 1.05
local thickness = ((data[5].maxZ / 2) - (data[5].minZ / 2)) * 2
local mid = data[5].maxZ - ((data[5].maxZ / 2) - (data[5].minZ / 2))
data[2] = vec3(data[2].x, data[2].y, mid) -- force the coord to middle of the minZ and maxZ
local target = exports[OXTargetExport]:addBoxZone({
coords = data[2],
size = vec3(data[4], data[3], thickness), -- size uses the math to determine how high it needs to be
rotation = data[5].heading,
debug = data[5].debugPoly,
options = options
})
return target
end,
circleTarget =
function(data, opts, dist)
local options = {}
for i = 1, #opts do
options[i] = {
icon = opts[i].icon,
label = opts[i].label,
items = opts[i].item or nil,
groups = opts[i].job or opts[i].gang,
onSelect = opts[i].onSelect or opts[i].action,
distance = dist,
canInteract = opts[i].canInteract or nil,
}
end
local target = exports[OXTargetExport]:addSphereZone({
coords = data[2],
radius = data[3],
debug = data[4].debugPoly,
options = options
})
return target
end,
modelTarget =
function(models, opts, dist)
local options = {}
for i = 1, #opts do
options[i] = {
icon = opts[i].icon,
label = opts[i].label,
items = opts[i].item or nil,
groups = opts[i].job or opts[i].gang,
onSelect = opts[i].action,
distance = dist,
canInteract = opts[i].canInteract or nil,
}
end
return exports[OXTargetExport]:addModel(models, options)
end,
removeTargetEntity =
function(entity)
exports[OXTargetExport]:removeLocalEntity(entity, nil)
end,
removeTargetZone =
function(target)
exports[OXTargetExport]:removeZone(target, true)
end,
removeTargetModel =
function(model)
exports[OXTargetExport]:removeModel(model, nil)
end,
},
{ targetName = QBTargetExport,
entityTarget =
function(entity, opts, dist)
local options = { options = opts, distance = dist }
return exports[QBTargetExport]:AddTargetEntity(entity, options)
end,
boxTarget =
function(data, opts, dist)
local options = { options = opts, distance = dist }
local target = exports[QBTargetExport]:AddBoxZone(data[1], data[2], data[3], data[4], data[5], options)
return data[1]
end,
circleTarget =
function(data, opts, dist)
local options = { options = opts, distance = dist }
local target = exports[QBTargetExport]:AddCircleZone(data[1], data[2], data[3], data[4], options)
return data[1]
end,
modelTarget =
function(models, opts, dist)
local options = { options = opts, distance = dist }
return exports[QBTargetExport]:AddTargetModel(models, options)
end,
removeTargetEntity =
function(entity)
exports[QBTargetExport]:RemoveTargetEntity(entity)
end,
removeTargetZone =
function(target)
exports[QBTargetExport]:RemoveZone(target)
end,
removeTargetModel =
function(model)
exports[QBTargetExport]:RemoveTargetModel(model, "Test")
end,
},
{ targetName = "jim_bridge",
entityTarget =
function(entity, opts, dist)
return exports.jim_bridge:createEntityTarget(entity, opts, dist)
end,
boxTarget =
function(data, opts, dist)
return exports.jim_bridge:createZoneTarget(data, opts, dist)
end,
circleTarget =
function(data, opts, dist)
return exports.jim_bridge:createZoneTarget(data, opts, dist)
end,
modelTarget =
function(models, opts, dist)
return exports.jim_bridge:createModelTarget(models, opts, dist)
end,
removeTargetEntity =
function(entity)
exports.jim_bridge:removeEntityTarget(entity)
end,
removeTargetZone =
function(target)
exports.jim_bridge:removeZoneTarget(target)
end,
removeTargetModel =
function(model)
exports.jim_bridge:removeZoneTarget(model)
end,
},
}
-------------------------------------------------------------
-- Utility Data & Tables
-------------------------------------------------------------
-- Tables for storing created targets for the fallback system and zone management.
local TextTargets = {} -- For fallback DrawText3D targets.
local targetEntities = {} -- For entity targets.
local boxTargets = {} -- For box-shaped zone targets.
local circleTargets = {} -- For circular zone targets.
local modelTargets = {}
-------------------------------------------------------------
-- Entity Target Creation
-------------------------------------------------------------
@@ -63,33 +252,22 @@ function createEntityTarget(entity, opts, dist)
-- Store the target entity for later cleanup.
targetEntities[#targetEntities + 1] = entity
-- Fallback: Use DrawText3D if targeting systems are disabled or unavailable.
if Config.System.DontUseTarget or (not isStarted(OXTargetExport) and not isStarted(QBTargetExport)) then
debugPrint("^6Bridge^7: ^2Creating new ^3Entity ^2target with ^6"..OXTargetExport.." ^2for entity ^7"..entity)
-- if force target off, use jim_bridge built in target functions
if Config.System.DontUseTarget then
exports.jim_bridge:createEntityTarget(entity, opts, dist)
elseif isStarted(OXTargetExport) then
debugPrint("^6Bridge^7: ^2Creating new ^3Entity ^2target with ^6"..OXTargetExport.." ^2for entity ^7"..entity)
local options = {}
for i = 1, #opts do
options[i] = {
icon = opts[i].icon,
label = opts[i].label,
items = opts[i].item or nil,
groups = opts[i].job or opts[i].gang,
onSelect = opts[i].action,
distance = dist,
canInteract = opts[i].canInteract or nil,
}
end
exports[OXTargetExport]:addLocalEntity(entity, options)
elseif isStarted(QBTargetExport) then
debugPrint("^6Bridge^7: ^2Creating new ^3Entity ^2target with ^6"..QBTargetExport.." ^2for entity ^7"..entity)
local options = { options = opts, distance = dist }
exports[QBTargetExport]:AddTargetEntity(entity, options)
debugPrint("^6Bridge^7: ^2Creating new ^3Entity ^2target with ^6jim_bridge ^2for entity ^7"..entity)
return
end
-- Check for target script and use that
for i = 1, #targetFunc do
local script = targetFunc[i]
if isStarted(script.targetName) then
debugPrint("^6Bridge^7: ^2Creating new ^3Entity ^2target with ^6"..script.targetName.." ^2for entity ^7"..entity)
return script.entityTarget(entity, opts, dist)
end
end
end
-------------------------------------------------------------
@@ -146,48 +324,76 @@ end
---}, 2.0)
---```
function createBoxTarget(data, opts, dist)
if Config.System.DontUseTarget or (not isStarted(OXTargetExport) and not isStarted(QBTargetExport)) then
debugPrint("^6Bridge^7: ^2Creating new ^3Box^2 target with ^6DrawText ^2 for zone ^7"..data[1])
-- if force target off, use jim_bridge built in target functions
if Config.System.DontUseTarget then
debugPrint("^6Bridge^7: ^2Creating new ^3Box ^2target with ^6jim_bridge ^7"..data[1])
return exports.jim_bridge:createZoneTarget(data, opts, dist)
elseif isStarted(OXTargetExport) then
debugPrint("^6Bridge^7: ^2Creating new ^3Box^2 target with ^6"..OXTargetExport.." ^2for zone ^7"..data[1])
local options = {}
for i = 1, #opts do
options[i] = {
icon = opts[i].icon,
label = opts[i].label,
items = opts[i].item or nil,
groups = opts[i].job or opts[i].gang,
onSelect = opts[i].onSelect or opts[i].action,
distance = dist,
canInteract = opts[i].canInteract or nil,
}
end
if not data[5].useZ then
local z = data[2].z + math.abs(data[5].maxZ - data[5].minZ) / 2
data[2] = vec3(data[2].x, data[2].y, z)
end
local target = exports[OXTargetExport]:addBoxZone({
coords = data[2],
size = vec3(data[4], data[3], (data[5].useZ or not data[5].maxZ) and data[2].z or math.abs(data[5].maxZ - data[5].minZ)),
rotation = data[5].heading,
debug = data[5].debugPoly,
options = options
})
boxTargets[#boxTargets + 1] = target
return target
elseif isStarted(QBTargetExport) then
debugPrint("^6Bridge^7: ^2Creating new ^3Box^2 target with ^6"..QBTargetExport.." ^2for zone ^7"..data[1])
local options = { options = opts, distance = dist }
local target = exports[QBTargetExport]:AddBoxZone(data[1], data[2], data[3], data[4], data[5], options)
boxTargets[#boxTargets + 1] = target
return data[1]
end
-- Check for target script and use that
for i = 1, #targetFunc do
local script = targetFunc[i]
if isStarted(script.targetName) then
debugPrint("^6Bridge^7: ^2Creating new ^3Box ^2target with ^6"..script.targetName.." ^7"..data[1])
if data[5].minZ or data[5].maxZ then
local adMinZ, adMaxZ
data[5].minZ, data[5].maxZ, adMinZ, adMaxZ = adjustMinMaxZ(data[2], { minZ = data[5].minZ, maxZ = data[5].maxZ })
if adMinZ or adMaxZ then
print("^5Debug^7: ^2Auto adjusted ^7'^4"..data[1].."^7' ^2minZ and maxZ because ^1they weren't set correctly ^2remove or fix them for this target")
end
end
local target = script.boxTarget(data, opts, dist)
boxTargets[#boxTargets + 1] = target
return target
end
end
return nil
end
function createPropTarget(data, opts, dist)
-- Audo create a location based on a coord and a prop models dimensions
local width, depth, _ = GetPropDimensions(data[3])
local min, max = GetModelDimensions(data[3])
local coordAdjustment = data[2] - vec4(0, 0, 1.03, 0)
local newData = {
[1] = data[1],
[2] = coordAdjustment.xyz,
[3] = width + 0.1,
[4] = depth + 0.1,
[5] = {
name = data[1],
heading = coordAdjustment.w - 90.0,
debugPoly = debugMode,
minZ = coordAdjustment.z + (min.z) - 0.1,
maxZ = coordAdjustment.z + (max.z) + 0.1,
}
}
if data[3] then -- If spawning a prop, make entity target instead (ignores depth and width stuff)
makeDistProp({ prop = data[3], coords = data[2] }, true, false)
end
-- if force target off, use jim_bridge built in target functions
if Config.System.DontUseTarget then
debugPrint("^6Bridge^7: ^2Creating new ^3Box ^2target with ^6jim_bridge ^7"..data[1])
return exports.jim_bridge:createZoneTarget(newData, opts, dist)
end
-- Check for target script and use that
for i = 1, #targetFunc do
local script = targetFunc[i]
if isStarted(script.targetName) then
debugPrint("^6Bridge^7: ^2Creating new ^3Box ^2target with ^6"..script.targetName.." ^7"..data[1])
local target = script.boxTarget(newData, opts, dist)
boxTargets[#boxTargets + 1] = target
return target
end
end
return nil
end
-------------------------------------------------------------
-- Circle Zone Target Creation
-------------------------------------------------------------
@@ -225,39 +431,25 @@ end
--- }, 2.0)
--- ```
function createCircleTarget(data, opts, dist)
if Config.System.DontUseTarget then
debugPrint("^6Bridge^7: ^2Creating new ^3Circle ^2target with ^6DrawText ^2for zone ^7"..data[1])
return exports.jim_bridge:createZoneTarget(data, opts, dist)
elseif isStarted(OXTargetExport) then
debugPrint("^6Bridge^7: ^2Creating new ^3Circle ^2target with ^6"..OXTargetExport.." ^2for zone ^7"..data[1])
local options = {}
for i = 1, #opts do
options[i] = {
icon = opts[i].icon,
label = opts[i].label,
items = opts[i].item or nil,
groups = opts[i].job or opts[i].gang,
onSelect = opts[i].onSelect or opts[i].action,
distance = dist,
canInteract = opts[i].canInteract or nil,
}
end
local target = exports[OXTargetExport]:addSphereZone({
coords = data[2],
radius = data[3],
debug = data[4].debugPoly,
options = options
})
circleTargets[#circleTargets + 1] = target
return target
elseif isStarted(QBTargetExport) then
debugPrint("^6Bridge^7: ^2Creating new ^3Circle ^2target with ^6"..QBTargetExport.." ^2for zone ^7"..data[1])
local options = { options = opts, distance = dist }
local target = exports[QBTargetExport]:AddCircleZone(data[1], data[2], data[3], data[4], options)
circleTargets[#circleTargets + 1] = target
return data[1]
-- if force target off, use jim_bridge built in target functions
if Config.System.DontUseTarget then
debugPrint("^6Bridge^7: ^2Creating new ^3Sphere ^2target with ^6jim_bridge ^7"..data[1])
return exports.jim_bridge:createZoneTarget(data, opts, dist)
end
-- Check for target script and use that
for i = 1, #targetFunc do
local script = targetFunc[i]
if isStarted(script.targetName) then
debugPrint("^6Bridge^7: ^2Creating new ^3Sphere ^2target with ^6"..script.targetName.." ^7"..data[1])
local target = script.circleTarget(data, opts, dist)
circleTargets[#circleTargets + 1] = target
return target
end
end
return nil
end
-------------------------------------------------------------
@@ -286,29 +478,24 @@ end
---}, 2.0)
---```
function createModelTarget(models, opts, dist)
if Config.System.DontUseTarget or (not isStarted(OXTargetExport) and not isStarted(QBTargetExport)) then
return exports.jim_bridge:createModelTarget(models, opts, dist)
elseif isStarted(OXTargetExport) then
debugPrint("^6Bridge^7: ^2Creating new ^3Model^2 target with ^6"..OXTargetExport)
local options = {}
for i = 1, #opts do
options[i] = {
icon = opts[i].icon,
label = opts[i].label,
items = opts[i].item or nil,
groups = opts[i].job or opts[i].gang,
onSelect = opts[i].action,
distance = dist,
canInteract = opts[i].canInteract or nil,
}
end
exports[OXTargetExport]:addModel(models, options)
elseif isStarted(QBTargetExport) then
debugPrint("^6Bridge^7: ^2Creating new ^3Model^2 target with ^6"..QBTargetExport)
local options = { options = opts, distance = dist }
exports[QBTargetExport]:AddTargetModel(models, options)
-- if force target off, use jim_bridge built in target functions
if Config.System.DontUseTarget then
debugPrint("^6Bridge^7: ^2Creating new ^3Model ^2target with ^6jim_bridge^7")
return exports.jim_bridge:createModelTarget(models, opts, dist)
end
-- Check for target script and use that
for i = 1, #targetFunc do
local script = targetFunc[i]
if isStarted(script.targetName) then
debugPrint("^6Bridge^7: ^2Creating new ^3Model ^2target with ^6"..script.targetName.."^7")
local target = script.modelTarget(models, opts, dist)
modelTargets[#modelTargets + 1] = target
return target
end
end
end
-------------------------------------------------------------
@@ -324,15 +511,20 @@ end
--- removeEntityTarget(entityId)
--- ```
function removeEntityTarget(entity)
if isStarted(QBTargetExport) then
exports[QBTargetExport]:RemoveTargetEntity(entity)
end
if isStarted(OXTargetExport) then
exports[OXTargetExport]:removeLocalEntity(entity, nil)
end
if Config.System.DontUseTarget or (not isStarted(OXTargetExport) and not isStarted(QBTargetExport)) then
if Config.System.DontUseTarget then
exports.jim_bridge:removeEntityTarget(entity)
end
-- Check for target script and use that
for i = 1, #targetFunc do
local script = targetFunc[i]
if isStarted(script.targetName) then
script.removeTargetEntity(entity)
break
end
end
end
--- Removes a previously created zone target.
@@ -345,15 +537,19 @@ end
--- removeZoneTarget(targetObject)
--- ```
function removeZoneTarget(target)
if isStarted(QBTargetExport) then
exports[QBTargetExport]:RemoveZone(target)
end
if isStarted(OXTargetExport) then
exports[OXTargetExport]:removeZone(target, true)
end
if Config.System.DontUseTarget or (not isStarted(OXTargetExport) and not isStarted(QBTargetExport)) then
if Config.System.DontUseTarget then
exports.jim_bridge:removeZoneTarget(target)
end
-- Check for target script and use that
for i = 1, #targetFunc do
local script = targetFunc[i]
if isStarted(script.targetName) then
script.removeTargetZone(target)
break
end
end
end
--- Removes a previously created model target.
@@ -365,122 +561,21 @@ end
--- removeModelTarget(model)
--- ```
function removeModelTarget(model)
if isStarted(QBTargetExport) then
exports[QBTargetExport]:RemoveTargetModel(model, "Test")
if Config.System.DontUseTarget then
exports.jim_bridge:removeZoneTarget(model)
end
if isStarted(OXTargetExport) then
exports[OXTargetExport]:removeModel(model, nil)
end
if Config.System.DontUseTarget or (not isStarted(OXTargetExport) and not isStarted(QBTargetExport)) then
exports.jim_bridge:removeZoneTarget(target)
end
end
-------------------------------------------------------------
-- Fallback: DrawText3D Targets (Experimental)
-------------------------------------------------------------
-- If no targeting system is detected and this is a client script, use DrawText3D for targets.
if (Config.System.DontUseTarget or (not isStarted(OXTargetExport) and not isStarted(QBTargetExport))) and not isServer() then
CreateThread(function()
while true do
local ped = PlayerPedId()
local pedCoords = GetEntityCoords(ped)
local camCoords = GetGameplayCamCoord()
local camRot = GetGameplayCamRot(2)
local camForward = RotationToDirection(camRot)
local closestTarget = nil
local closestDist = math.huge
local targetEntity = nil
-- Shallow copy for safety
local targetsCopy = {}
for k, v in pairs(TextTargets) do
targetsCopy[k] = v
end
-- Detect models and update coords
for _, target in pairs(targetsCopy) do
if target.models then
if not target.entity or not DoesEntityExist(target.entity) then
for _, model in ipairs(target.models) do
local entity = GetClosestObjectOfType(pedCoords.x, pedCoords.y, pedCoords.z, target.dist, model, false, false, false)
if entity and entity ~= 0 then
target.entity = entity
target.coords = GetEntityCoords(entity)
break
end
end
else
target.coords = GetEntityCoords(target.entity)
end
end
end
-- Identify closest visible target
for _, target in pairs(targetsCopy) do
if target.coords then
local dist = #(pedCoords - target.coords)
local vecToTarget = target.coords - camCoords
local normVec = normalizeVector(vecToTarget)
local dot = camForward.x * normVec.x + camForward.y * normVec.y + camForward.z * normVec.z
local isFacing = dot > 0.5
if dist <= target.dist and isFacing then
if dist < closestDist then
closestDist = dist
closestTarget = target
targetEntity = target.entity
end
end
end
end
-- Render + handle input
for _, target in pairs(targetsCopy) do
if target.coords and #(pedCoords - target.coords) <= target.dist then
local isClosest = (target == closestTarget)
for _, opt in ipairs(target.options) do
if IsControlJustPressed(0, opt.key) and isClosest then
local canInteract = (not target.canInteract or target.canInteract())
local hasItem = (not opt.item or hasItem(opt.item))
local hasJob = (not opt.job or hasJob(opt.job, nil))
if canInteract and hasItem and hasJob then
if opt.onSelect then opt.onSelect(targetEntity) end
if opt.action then opt.action(targetEntity) end
end
end
end
-- Draw each eligible text line
local baseZ = target.coords.z + 1.0
local lineHeight = -0.16
local lineOffset = 0
for i, opt in ipairs(target.options) do
local canInteract = (not target.canInteract or target.canInteract())
local hasItem = (not opt.item or hasItem(opt.item))
local hasJob = (not opt.job or hasJob(opt.job, nil))
if canInteract and hasItem and hasJob then
local text = target.buttontext[i]
local zOffset = lineOffset * lineHeight
DrawText3D(vec3(target.coords.x, target.coords.y, baseZ + zOffset), text, isClosest)
lineOffset += 1
end
end
end
end
Wait(0)
-- Check for target script and use that
for i = 1, #targetFunc do
local script = targetFunc[i]
if isStarted(script.targetName) then
script.removeTargetModel(model)
break
end
end)
end
end
function ShowFloatingHelpNotification(coord, text, highlight)
AddTextEntry("FloatingText", text)
SetFloatingHelpTextWorldPosition(1, coord.x, coord.y, coord.z)
@@ -489,16 +584,11 @@ function ShowFloatingHelpNotification(coord, text, highlight)
EndTextCommandDisplayHelp(2, false, false, -1)
end
function updateCachedText(target)
target.text = table.concat(target.buttontext, "\n")
end
-------------------------------------------------------------
-- Cleanup on Resource Stop
-------------------------------------------------------------
-- When the current resource stops, remove all targets.
onResourceStop(function()
local function CleanupTargets()
-- Remove entity targets.
for i = 1, #targetEntities do
if isStarted(OXTargetExport) then
@@ -512,7 +602,7 @@ onResourceStop(function()
if isStarted(OXTargetExport) then
exports[OXTargetExport]:removeZone(boxTargets[i], true)
elseif isStarted(QBTargetExport) then
exports[QBTargetExport]:RemoveZone(boxTargets[i].name)
exports[QBTargetExport]:RemoveZone(boxTargets[i])
end
end
-- Remove circle zone targets.
@@ -520,7 +610,16 @@ onResourceStop(function()
if isStarted(OXTargetExport) then
exports[OXTargetExport]:removeZone(circleTargets[i], true)
elseif isStarted(QBTargetExport) then
exports[QBTargetExport]:RemoveZone(circleTargets[i].name)
exports[QBTargetExport]:RemoveZone(circleTargets[i])
end
end
end
onPlayerUnload(function()
CleanupTargets()
end)
-- When the current resource stops, remove all targets.
onResourceStop(function()
CleanupTargets()
end, true)

View File

@@ -53,10 +53,11 @@ function searchCar(vehicle)
"Military", --20
"Commercial", --21
"Trains", --22
"Open Wheel", --23
}
if Vehicles then
for k, v in pairs(Vehicles) do
if tonumber(v.hash) == model or GetHashKey(v.hash) == model or GetHashKey(v.model) == model then
if tonumber(v.hash) == model or joaat(v.hash) == model or joaat(v.model) == model then
debugPrint("^6Bridge^7: ^2Vehicle info found in^7 ^4Vehicles^7 ^2table^7: ^6"..(v.hash and v.hash or v.model).. " ^7(^6"..Vehicles[k].name.."^7)")
carInfo.name = Vehicles[k].name.." "..Vehicles[k].brand
carInfo.price = Vehicles[k].price
@@ -104,16 +105,28 @@ end
function getVehicleProperties(vehicle)
if not vehicle then return nil end
local properties = {}
if isStarted(QBExport) and not isStarted(QBXExport) then
properties = Core.Functions.GetVehicleProperties(vehicle)
debugPrint("^6Bridge^7: ^2Getting Vehicle Properties ^7[^6"..QBExport.."^7] - [^3"..vehicle.."^7] - [^3"..GetEntityModel(vehicle).."^7/^3"..properties.model.."^7] - [^3"..properties.plate.."^7]")
elseif isStarted(OXLibExport) then
properties = lib.getVehicleProperties(vehicle)
debugPrint("^6Bridge^7: ^2Getting Vehicle Properties ^7[^6"..OXLibExport.."^7] - [^3"..vehicle.."^7] - [^3"..GetEntityModel(vehicle).."^7/^3"..properties.model.."^7] - [^3"..properties.plate.."^7]")
local propertyFunc = {
{ framework = OXLibExport,
func = function(vehicle)
return lib.getVehicleProperties(vehicle)
end,
},
{ framework = QBExport,
func = function(vehicle)
return Core.Functions.GetVehicleProperties(vehicle)
end,
},
}
for i = 1, #propertyFunc do
local prop = propertyFunc[i]
if isStarted(prop.framework) then
local properties = prop.func(vehicle)
debugPrint("^6Bridge^7: ^2Getting Vehicle Properties ^7[^6"..prop.framework.."^7] - [^3"..vehicle.."^7] - [^3"..GetEntityModel(vehicle).."^7/^3"..properties.model.."^7] - [^3"..properties.plate.."^7]")
return properties
end
end
return properties
return nil
end
--- Sets the properties of a given vehicle if changes are detected.
@@ -227,7 +240,7 @@ function pushVehicle(entity)
if entity ~= 0 and DoesEntityExist(entity) then
-- Request network control if not already controlled.
if not NetworkHasControlOfEntity(entity) then
debugPrint("^6Bridge^7: ^3pushVehicle^7: ^2Requesting network control of vehicle^7.")
debugPrint("^6Bridge^7: ^3pushEnt^7: ^2Requesting network control of vehicle^7.")
NetworkRequestControlOfEntity(entity)
local timeout = 2000
while timeout > 0 and not NetworkHasControlOfEntity(entity) do
@@ -235,13 +248,13 @@ function pushVehicle(entity)
timeout = timeout - 100
end
if NetworkHasControlOfEntity(entity) then
debugPrint("^6Bridge^7: ^3pushVehicle^7: ^2Network now has control of the entity^7.")
debugPrint("^6Bridge^7: ^3pushEnt^7: ^2Network now has control of the entity^7.")
end
end
-- Set as mission entity if not already set.
if not IsEntityAMissionEntity(entity) then
debugPrint("^6Bridge^7: ^3pushVehicle^7: ^2Setting vehicle as a ^7'^2mission^7' ^2entity^7.")
debugPrint("^6Bridge^7: ^3pushEnt^7: ^2Setting vehicle as a ^7'^2mission^7' ^2entity^7.")
SetEntityAsMissionEntity(entity, true, true)
local timeout = 2000
while timeout > 0 and not IsEntityAMissionEntity(entity) do
@@ -249,18 +262,23 @@ function pushVehicle(entity)
timeout = timeout - 100
end
if IsEntityAMissionEntity(entity) then
debugPrint("^6Bridge^7: ^3pushVehicle^7: ^2Vehicle is a ^7'^2mission^7'^2 entity^7.")
debugPrint("^6Bridge^7: ^3pushEnt^7: ^2Vehicle is a ^7'^2mission^7'^2 entity^7.")
end
end
end
end
-- add entitty named version
function pushEnt(...) pushVehicle(...) end
--- Finds the closest vehicle to the specified coordinates.
--- The function uses different APIs based on whether a source is provided.
---
--- @param coords table|vector3 (Optional) The reference coordinates. If nil, uses the player's position.
--- @param src boolean (Optional) If true, uses GetPlayerPed(source) and GetAllVehicles.
--- @return number|number closestVehicle|closestDistance The closest vehicle entity and its distance.
--- @return number closestVehicle The closest vehicle entity and its distance.
--- @return number closestDistance The distance of the closest vehicle.
---
--- @usage
--- ```lua
@@ -270,9 +288,11 @@ function getClosestVehicle(coords, src)
local ped, vehicles, closestDistance, closestVehicle
if src then
-- if checking server side cache src's ped and use server native
ped = GetPlayerPed(src)
vehicles = GetAllVehicles()
else
-- if checking client side cache local ped and use client native
ped = PlayerPedId()
vehicles = GetGamePool('CVehicle')
end
@@ -289,7 +309,7 @@ function getClosestVehicle(coords, src)
for i = 1, #vehicles, 1 do
local vehicleCoords = GetEntityCoords(vehicles[i])
local distance = #(vehicleCoords - coords)
local distance = #(vehicleCoords - coords.xyz)
if closestDistance == -1 or distance < closestDistance then
closestDistance = distance
@@ -298,4 +318,62 @@ function getClosestVehicle(coords, src)
end
return closestVehicle, closestDistance
end
--- Checks whether a vehicle is owned or not using the plate as reference
---
--- @param plate string The plate of the vehicle to check
--- @return boolean whether vehicle is owned
---
--- @usage
--- ```lua
--- local plate = "ABCD1234"
--- local isVehicleOwned = isVehicleOwned(plate)
--- ```
local vehiclesOwned = {}
function isVehicleOwned(plate)
-- If already checked, cache it to reduce database calls
if vehiclesOwned[plate] == true then
return true
else
-- Find frameworks vehicle table and search sql for if vehicle plate is owned
local sqlTable = "player_vehicles"
local vehDatabase = {
{ framework = ESXExport,
sqlTable = "owned_vehicles"
},
{ framework = QBExport,
sqlTable = "player_vehicles"
},
{ framework = QBXExport,
sqlTable = "player_vehicles"
},
{ framework = OXCoreExport,
sqlTable = "owned_vehicles"
},
}
for i = 1, #vehDatabase do
local framework = vehDatabase[i]
if isStarted(framework.framework) then
sqlTable = framework.sqlTable
break
end
end
local result = MySQL.query.await("SELECT 1 from "..sqlTable.." WHERE plate = ?", { plate })
if json.encode(result) ~= "[]" then
vehiclesOwned[plate] = true -- Cache ownership for later checks
return true
else
return false
end
end
end

View File

@@ -1,4 +1,3 @@
--- Registers a command with the active command system.
--- This function supports multiple command systems (OXLib, qb-core, ESX Legacy).
---
@@ -15,30 +14,62 @@
--- registerCommand("greet", {
--- "Greets the player",
--- { name = "name", help = "Name of the player to greet" },
--- function(source, args) print("Hello, "..args[1].."!") end,
--- nil,
--- function(source, args) print("Hello, "..args[1].."!") end,
--- "admin"
--- })
--- ```
function registerCommand(command, options)
-- Name the options
local optionTable = {
helpInfo = options[1] or nil, -- help info that pops up in chat box
subText = options[2] or nil, -- sub help info for each arg
argsRequired = options[3] or nil, -- command only works if you enter args
funct = options[4] or nil, -- function that will run when command is triggered
restriction = options[5] or nil -- admin group that can use the group or `nil`
}
local commandResource = ""
if isStarted(OXLibExport) then
commandResource = OXLibExport
lib.addCommand(command, { help = options[1], restricted = options[5] and "group."..options[5] or nil }, options[4])
lib.addCommand(command,
{
help = optionTable.helpInfo,
params = optionTable.subText,
restricted = optionTable.restriction and "group."..optionTable.restriction or nil
},
optionTable.funct)
elseif isStarted(QBExport) and not isStarted(QBXExport) then
commandResource = QBExport
Core.Commands.Add(command, options[1], options[2], options[3], options[4], options[5] or nil)
Core.Commands.Add(command,
optionTable.helpInfo,
optionTable.subText,
optionTable.argsRequired,
optionTable.funct,
optionTable.restriction or nil
)
elseif isStarted(RSGExport) then
commandResource = RSGExport
Core.Commands.Add(command, options[1], options[2], options[3], options[4], options[5] or nil)
Core.Commands.Add(command,
optionTable.helpInfo,
optionTable.subText,
optionTable.argsRequired,
optionTable.funct,
optionTable.restriction or nil
)
elseif isStarted(ESXExport) then
commandResource = ESXExport
ESX.RegisterCommand(command, options[5] or 'admin', function(xPlayer, args, showError)
options[4](xPlayer.source, args, showError)
end, false, { help = options[1] })
ESX.RegisterCommand(command,
optionTable.restriction or 'admin',
function(xPlayer, args, showError)
optionTable.funct(xPlayer.source, args, showError)
end,
false,
{ help = options[1] }
)
end
if commandResource ~= "" then

View File

@@ -9,7 +9,6 @@ Exports = {
OXInv = "ox_inventory",
QBInv = "qb-inventory",
PSInv = "ps-inventory",
QSInv = "qs-inventory",
CoreInv = "core_inventory",
CodeMInv = "codem-inventory",
OrigenInv = "origen_inventory",
@@ -25,19 +24,60 @@ Exports = {
-- REDM
RSGExport = "rsg-core",
RSGInv = "rsg-inventory"
RSGInv = "rsg-inventory",
VorpExport = "vorp_core",
VorpInv = "vorp_inventory",
VorpMenu = "vorp_menu",
}
-- Required variables
debugMode = Config.System.Debug
debugMode = false
QBInvNew = true
InventoryWeight = 120000
-- Corruptted transfer file Checks -- Not Ready Yet ⚠️
--CreateThread(function()
-- local res = GetCurrentResourceName()
-- local ok, val = pcall(function()
-- return exports[res]:ping_encrypted()
-- end)
--
-- if not ok or val ~= "ok" then
-- print("\n^6===============================================================================")
-- print(("\n^1Corruption Warning^7: ^1[^7%s^1] Encrypted files failed to initialize.^7\n"):format(res))
-- print("^3Common causes^7:")
-- print(" • Possible corrupt files")
-- print(" • Damaged or partial upload (FTP/zip/unzip issue).")
-- print(" • Outdated artifact version\n")
-- print("^2How To Fix^7:")
-- print(" • Update your server artifact version")
-- print(" • Re-download asset from Keymaster")
-- print(" • Use WinSCP to upload")
-- print(" • Avoid editing any encrypted files")
-- print(" • Restart the server")
-- print("\n^6===============================================================================^7\n")
-- end
--end)
-- Missing/Broken Config file check
if not Config or not Config.System then
print("\n^6=================================================================================")
print("^6=================================================================================\n")
print(" ^1ERROR^7: jim_bridge ^1can't find the ^7Config^1 table in ^7"..GetCurrentResourceName())
print(" ^1It is either missing, or there is an error inside it stopping it from loading^7\n")
print("^6=================================================================================")
print("^6=================================================================================^7\n")
end
-- [[ Server.Cfg Convar Check ]]--
-- Check server convars for hard set defaults, otherwise it uses per script configurations
if Config and Config.System then
debugMode = Config.System.Debug
if Config.System.Debug then
if GetConvar("jim_DisableDebug", "false") == "true" then
debugMode = false
@@ -46,7 +86,6 @@ if Config and Config.System then
Config.System.EventDebug = false
end
end
Config.System.Menu = GetConvar("jim_menuScript", Config.System.Menu)
Config.System.Notify = GetConvar("jim_notifyScript", Config.System.Notify or "gta")
Config.System.ProgressBar = GetConvar("jim_progressBarScript", Config.System.ProgressBar or "gta")
@@ -149,7 +188,6 @@ for _, v in pairs({ -- This is a specific load order
'wrapperfunctions.lua',
'polyZone.lua',
'inventories.lua',
'itemcontrol.lua',
'playerfunctions.lua',
'metaHandlers.lua',
@@ -167,14 +205,13 @@ for _, v in pairs({ -- This is a specific load order
-- Crafting / Shops / Stashes
'crafting.lua',
'shops.lua',
'stashcontrol.lua',
-- Kind of "other"
'isAnimal.lua',
'scaleEntity.lua',
'vehicles.lua',
'effects.lua',
'make/ropeControl.lua',
--'warmenu.lua',
'_authToken.lua',
@@ -225,7 +262,7 @@ if isStarted(PSInv) then
return true
end
if versionCompare(GetResourceMetadata("ps-inventory", "version", 0), "1.0.6") then
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
@@ -233,4 +270,4 @@ if isStarted(PSInv) then
QBInvNew = false
end
end
end
end

289
ui_modules/alcohol.lua Normal file
View File

@@ -0,0 +1,289 @@
local alcoholCount = 0
local drugCount = 0
local purgeTimer = 300000
local minDrugCount = 3
local maxDrugCount = 7
local minAlcoholCount = 2
local midAlcoholCount = 4
local maxAlcoholCount = 7
local alcoholEffectData = {
levels = {
["min"] = {
effect = "DrugsMichaelAliensFightIn",
movement = "move_m@drunk@slightlydrunk",
camShake = 0.5,
canStumble = false,
},
["mid"] = {
effect = "DrugsMichaelAliensFightIn",
movement = "move_m@drunk@moderatedrunk",
canRagdoll = true,
camShake = 0.5,
canStumble = true,
stumbleChance = 0.8,
drunkDriving = true,
},
["max"] = {
effect = "DrugsMichaelAliensFightIn",
movement = "move_m@drunk@verydrunk",
canRagdoll = true,
camShake = 2.8,
canStumble = true,
stumbleChance = 0.6,
drunkDriving = true,
},
},
}
local drugEffectData = {
levels = {
["min"] = {
--effect = "SwitchHUDTrevorIn",
--movement = "move_m@drunk@slightlydrunk",
},
["max"] = {
effect = "SwitchHUDTrevorIn",
movement = "move_m@drunk@slightlydrunk",
camShake = 0.2,
},
}
}
-- Alcohol Thread
function addAlocholCount(count, canOD)
alcoholCount = alcoholCount + count
--print("Alcohol count increased, current amount:", alcoholCount)
CreateThread(function()
runAlcoholThread()
end)
if alcoholCount >= maxAlcoholCount then
-- max
startAlcoholEffect(alcoholEffectData.levels["max"], "max")
if canOD then
SetEntityHealth(PlayerPedId(), GetEntityHealth(PlayerPedId()) - math.random(10, 15))
end
elseif alcoholCount < maxAlcoholCount and alcoholCount >= midAlcoholCount then
-- mid
startAlcoholEffect(alcoholEffectData.levels["mid"], "mid")
TriggerEvent("evidence:client:SetStatus", "heavyalcohol", 200)
if canOD then
SetEntityHealth(PlayerPedId(), GetEntityHealth(PlayerPedId()) - math.random(5, 10))
end
elseif alcoholCount >= 1 then
-- min
TriggerEvent("evidence:client:SetStatus", "alcohol", 200)
startAlcoholEffect(alcoholEffectData.levels["min"], "min")
end
end
function getAlcoholCount()
return alcoholCount
end
function removeAlcoholCount(count)
alcoholCount = alcoholCount - count
if alcoholCount < minAlcoholCount then
clearCurrentAlcoholEffect()
end
--print("Alcohol count decreased, current amount:", alcoholCount)
end
local alcoholThreadRun = false
function runAlcoholThread()
if alcoholThreadRun == true then
return
else
alcoholThreadRun = true
end
--print("Alcohol Thread triggered")
while alcoholCount > 0 do
Wait(purgeTimer)
removeAlcoholCount(1)
if alcoholCount <= 0 then
clearCurrentAlcoholEffect()
alcoholThreadRun = false
break
end
end
end
exports("getAlcoholCount",getAlcoholCount)
exports("addAlocholCount", addAlocholCount)
exports("removeAlcoholCount", removeAlcoholCount)
-- EFFECT Management
local currentAlcoholEffect = ""
local alcoholEffect = ""
function clearCurrentAlcoholEffect()
local Ped = PlayerPedId()
if alcoholEffect ~= "" then
AnimpostfxStop(alcoholEffect)
ResetPedMovementClipset(Ped, 0.0)
ClearTimecycleModifier()
ResetScenarioTypesEnabled()
SetPedIsDrunk(Ped, false)
SetPedMotionBlur(Ped, false)
end
currentAlcoholEffect = ""
alcoholEffect = ""
end
function startAlcoholEffect(data, level)
local Ped = PlayerPedId()
if currentAlcoholEffect == level then
return
else
clearCurrentAlcoholEffect()
currentAlcoholEffect = level
end
-- Start effect using sent data
if alcoholEffect ~= data.effect then
alcoholEffect = data.effect
AnimpostfxPlay(data.effect, 0, true)
if data.movement then
RequestAnimSet(data.movement)
while not HasAnimSetLoaded(data.movement) do
Wait(100)
end
SetPedMovementClipset(Ped, data.movement, 3.0)
end
SetPedCanRagdoll(Ped, true)
if data.camShake then
ShakeGameplayCam("DRUNK_SHAKE", data.camShake)
end
SetTimecycleModifier("Drunk")
SetPedMotionBlur(Ped, true)
SetPedIsDrunk(Ped, true)
if data.drivingEffect or data.canStumble then
CreateThread(function()
local effectCheck = level
local lastStumbleTime = GetGameTimer() + 1200
local lastDriveTime = GetGameTimer() + 6000
while effectCheck == currentAlcoholEffect do
if data.camStumble and GetGameTimer() > lastStumbleTime and math.random() > (data.stumbleChance or 0.8) then
lastStumbleTime = GetGameTimer() + 1200
SetPedToRagdoll(Ped, 5000, 5000, 0, true, true, false)
end
if data.driving and GetGameTimer() > lastDriveTime then
local inVeh, veh, seat = GetSeatPedIsIn()
if inVeh then
lastDriveTime = GetGameTimer() + 6000
if seat == -1 then
if math.random() < 0.62 then
StartVehicleHorn(veh, 1000, "NORMAL", false)
end
end
end
end
Wait(1000)
end
--print("Effect loop broken")
end)
end
end
end
-- Helper
function GetSeatPedIsIn()
local inVeh, veh, seat = false, 0, 0
local veh = GetVehiclePedIsIn(PlayerPedId(), false)
if veh ~= 0 then
if GetPedInVehicleSeat(veh, -1) == PlayerPedId() then
inVeh = true
seat = -1
end
end
return inVeh, veh, seat
end
-- Drug thread
function addDrugCount(count, canOD)
drugCount = drugCount + count
--print("Drug count increased, current amount:", drugCount)
if drugCount >= minDrugCount and drugCount <= maxDrugCount then
startDrugEffect(drugEffectData.levels["min"], "min")
elseif drugCount > maxDrugCount then
if canOD then
SetEntityHealth(PlayerPedId(), GetEntityHealth(PlayerPedId()) - math.random(10, 15))
end
startDrugEffect(drugEffectData.levels["max"], "max")
end
end
function getDrugCount()
return drugCount
end
function removeDrugCount(count)
--print("Drug count decreased, current amount:", drugCount)
drugCount = drugCount - count
end
local drugThreadRun = false
function runDrugThread()
if drugThreadRun == true then
return
else
drugThreadRun = true
end
--print("Drug Thread triggered")
while drugCount > 0 do
Wait(purgeTimer)
removeDrugCount(1)
if drugCount <= 0 then
drugThreadRun = false
break
end
end
end
exports("getDrugCount", getDrugCount)
exports("addDrugCount", addDrugCount)
exports("removeDrugCount", removeDrugCount)
-- EFFECT Management
local currentDrugEffect = ""
local drugEffect = ""
function startDrugEffect(data, level)
local Ped = PlayerPedId()
if currentDrugEffect == level then
return
else
clearCurrentAlcoholEffect()
currentDrugEffect = level
end
-- Start effect using sent data
if drugEffect ~= data.effect then
drugEffect = data.effect
AnimpostfxPlay(data.effect, 0, true)
if data.movement then
RequestAnimSet(data.movement)
while not HasAnimSetLoaded(data.movement) do
Wait(100)
end
SetPedMovementClipset(Ped, data.movement, 3.0)
end
SetPedCanRagdoll(Ped, true)
if data.camShake then
ShakeGameplayCam("DRUNK_SHAKE", data.camShake)
end
SetTimecycleModifier("Drunk")
SetPedMotionBlur(Ped, true)
SetPedIsDrunk(Ped, true)
end
end

View File

@@ -6,6 +6,25 @@ local function loadTextureDict(dict)
end
end
local function loadAnimDict(animDict)
if not DoesAnimDictExist(animDict) then
print("^6Bridge^7: ^1ERROR^7: ^2Anim Dictionary^7 - '^6"..animDict.."^7' ^2does not exist in server") return
else
while not HasAnimDictLoaded(animDict) do RequestAnimDict(animDict) Wait(5) end
end
end
local function playAnim(animDict, animName, duration, flag, ped, speed)
loadAnimDict(animDict)
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
local function stopAnim(animDict, animName, ped)
StopAnimTask(ped or PlayerPedId(), animDict, animName, 0.5)
StopAnimTask(ped or PlayerPedId(), animName, animDict, 0.5)
RemoveAnimDict(animDict)
end
function redProgressBar(data)
local ped = PlayerPedId()
@@ -34,27 +53,11 @@ function redProgressBar(data)
Wait(0)
local elapsed = GetGameTimer()
local percentage = ((elapsed - (endTime - wait)) / wait) * 100
if percentage < 0 then percentage = 0 end
if percentage > 100 then percentage = 100 end
-- 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))
ShowRedProgressBar(percentage, data.label, ("%.0f%%"):format(percentage))
-- Controls to disable during progress
if data.disableMouse then
@@ -132,40 +135,48 @@ function redProgressBar(data)
return result
end
function ShowRedProgressBar(currentProg, title, level)
function ShowRedProgressBar(percentage, title, level)
local loc = vec2(0.40, 0.90)
local size = vec2(0.3, 0.03)
local tickCount = 10 -- visually split into 10 segments (9 inner lines)
local barHeight = size.y / 3.4
local barWidth = 0.21 -- tuned to your existing layout
local barLeft = (loc.x - size.x / 4) + 0.075
local barCenter = barLeft + barWidth / 2
local lineW = 0.001
local lineH = barHeight + 0.00
-- 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)
-- Background plate
DrawSprite("generic_textures", "inkroller_1a", loc.x + 0.1, loc.y - 0.01, 0.25, 0.07, 180.0, 0, 0, 0, 200)
-- Title (left)
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)
SetTextColor(255, 255, 255, 255)
SetTextDropshadow(1, 0, 0, 0, 200)
BgDisplayText(title, loc.x - size.x / 4 + 0.074, loc.y - 0.034)
-- Percentage (right)
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)
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
-- Track (bg)
DrawRect(barCenter, loc.y, barWidth, barHeight, 100, 100, 100, 255)
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)
-- Fill
local fillWidth = barWidth * (percentage / 100.0)
if fillWidth > 0.0 then
local fillCenter = barLeft + (fillWidth / 2.0)
DrawRect(fillCenter, loc.y, fillWidth, barHeight, 255, 0, 0, 200) -- red fill
end
-- 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
-- Tick lines (9 inner lines for 10 segments)
for i = 1, (tickCount - 1) do
local x = barLeft + (barWidth * (i / tickCount))
DrawRect(x, loc.y, lineW, lineH, 0, 0, 0, 120)
end
end
@@ -194,29 +205,14 @@ function gtaProgressBar(data)
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
if percentage < 0 then percentage = 0 end
if percentage > 100 then percentage = 100 end
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))
ShowGTAProgressBar(percentage, data.label, ("%.0f%%"):format(percentage))
-- Controls to disable during progress
DisablePlayerFiring(ped, true)
DisablePlayerFiring(PlayerId(), true)
DisableControlAction(0, 25, true) -- Disable aim
DisableControlAction(0, 21, true) -- Disable sprint
DisableControlAction(0, 30, true) -- Disable move left/right
@@ -227,12 +223,13 @@ function gtaProgressBar(data)
inProgress = false
end
end
result = inProgress
end)
-- Wait for completion or cancel
while GetGameTimer() < endTime and inProgress do
Wait(100)
end
while result == nil do Wait(10) end
inProgress = false
-- Cleanup animations/tasks
if data.dict then
@@ -242,11 +239,6 @@ function gtaProgressBar(data)
ClearPedTasks(ped)
end
result = inProgress
inProgress = false
while result == nil do Wait(10) end
-- Cleanup
FreezeEntityPosition(ped, false)
@@ -257,14 +249,22 @@ function gtaProgressBar(data)
return result
end
function ShowGTAProgressBar(currentProg, title, level)
function ShowGTAProgressBar(percentage, title, level)
local loc = vec2(0.37, 0.90)
local size = vec2(0.3, 0.03)
local tickCount = 10
local barHeight = size.y / 3.4
local barWidth = 0.19
local barLeft = (loc.x - size.x / 4) + 0.075
local barCenter = barLeft + barWidth / 2
local lineW = 0.001
local lineH = barHeight + 0.00
-- 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)
-- Background plates
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)
-- Title (left)
SetTextFont(0)
SetTextProportional(1)
SetTextScale(0.35, 0.35)
@@ -274,34 +274,35 @@ function ShowGTAProgressBar(currentProg, title, level)
SetTextOutline()
SetTextEntry("STRING")
AddTextComponentString(title)
DrawText(loc.x - size.x / 4 + 0.074, loc.y - 0.034) -- Adjust text position
DrawText(loc.x - size.x / 4 + 0.074, loc.y - 0.034)
-- Percentage (right)
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
DrawText(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
-- Track (bg)
DrawRect(barCenter, loc.y, barWidth, barHeight, 100, 100, 100, 255)
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)
-- Fill
local fillWidth = barWidth * (percentage / 100.0)
if fillWidth > 0.0 then
local fillCenter = barLeft + (fillWidth / 2.0)
DrawRect(fillCenter, loc.y, fillWidth, barHeight, 93, 182, 229, 255) -- GTA blue
end
-- 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
-- Tick lines
for i = 1, (tickCount - 1) do
local x = barLeft + (barWidth * (i / tickCount))
DrawRect(x, loc.y, lineW, lineH, 0, 0, 0, 120)
end
end
function stopProgressBar() inProgress = false end
function isProgressBar() return inProgress end

View File

@@ -53,7 +53,7 @@ function gtaSkillCheck()
DrawRect(x - width / 2 + (highlightStart + highlightSize / 2) * width, y, highlightSize * width, height+0.001, 228, 52, 52, 255)
DrawRect(x - width / 2 + cursorPos * width, y, 0.002, height + 0.01, 255, 255, 255, 255)
drawSuccessText(x, y, "Failed", 228, 52, 52)
drawGTASuccessText(x, y, "Failed", 228, 52, 52)
end
return false
end

View File

@@ -1,5 +1,4 @@
-- Global Key Table, defined once.
---
local KEY_TABLE = { 38, 29, 47, 23, 45, 159, 162, 163 }
-- Mapping of key codes to human-readable key names.
@@ -17,122 +16,196 @@ local Keys = {
[20] = "Z", [73] = "X", [26] = "C", [0] = "V", [29] = "B", [249] = "N",
[244] = "M", [82] = ",", [81] = "."
}
-- Tables for storing created targets.
local TextTargets = {} -- For fallback DrawText3D targets.
local targetEntities = {} -- For entity targets.
function createEntityTarget(entity, opts, dist)
startTargetLoop()
targetEntities[#targetEntities + 1] = entity
local entityCoords = GetEntityCoords(entity)
local existingTarget = nil
for _, target in pairs(TextTargets) do
if #(target.coords - entityCoords) < 0.01 then
existingTarget = target
break
end
-- ===== Ownership + indexes =====
-- TextTargets: key -> target data (coords/entity/models/options/etc.)
local TextTargets = {}
-- targetEntities kept for parity (not strictly required)
local targetEntities = {}
-- registry: key -> owner, owner -> set(keys)
local TargetRegistry = { byKey = {}, byResource = {} }
local function getOwnerResource()
return GetInvokingResource() or GetCurrentResourceName() or "unknown"
end
local function registerTarget(owner, key)
-- move key across owners if replacing
local prev = TargetRegistry.byKey[key]
if prev and TargetRegistry.byResource[prev] then
TargetRegistry.byResource[prev][key] = nil
end
TargetRegistry.byKey[key] = owner
TargetRegistry.byResource[owner] = TargetRegistry.byResource[owner] or {}
TargetRegistry.byResource[owner][key] = true
end
if existingTarget then
for i = 1, #opts do
local key = KEY_TABLE[#existingTarget.options + i]
opts[i].key = key
existingTarget.buttontext[#existingTarget.buttontext + 1] = " ~b~[~w~" .. Keys[key] .. "~b~] ~w~" .. opts[i].label
existingTarget.options[#existingTarget.options + 1] = opts[i]
local function removeTargetKey(key, reason)
local owner = TargetRegistry.byKey[key]
if TextTargets[key] then
TextTargets[key] = nil
-- print("^6Bridge^7:^5 Target^7: ^2Removed target '%s'%s", key, reason and (" ("..reason..")") or "")
end
if owner then
if TargetRegistry.byResource[owner] then
TargetRegistry.byResource[owner][key] = nil
end
updateCachedText(existingTarget)
else
local tempText = {}
for i = 1, #opts do
opts[i].key = KEY_TABLE[i]
tempText[#tempText + 1] = " ~b~[~w~" .. Keys[opts[i].key] .. "~b~] ~w~" .. opts[i].label
end
TextTargets[entity] = {
coords = vec3(entityCoords.x, entityCoords.y, entityCoords.z),
buttontext = tempText,
options = opts,
dist = dist,
text = table.concat(tempText, "\n")
}
TargetRegistry.byKey[key] = nil
end
end
function createZoneTarget(data, opts, dist)
startTargetLoop()
local existingTarget = nil
for _, target in pairs(TextTargets) do
if #(target.coords - data[2]) < 0.01 then
existingTarget = target
break
end
AddEventHandler("onResourceStop", function(res)
local owned = TargetRegistry.byResource[res]
if not owned then return end
local cnt = 0
for key in pairs(owned) do
removeTargetKey(key, "resource stopped: "..res)
cnt = cnt + 1
end
TargetRegistry.byResource[res] = nil
-- print("^6Bridge^7:^5 Target^7: ^2Cleared "..cnt.." target(s) from '"..res.."'")
end)
if existingTarget then
for i = 1, #opts do
local key = KEY_TABLE[#existingTarget.options + i]
opts[i].key = key
existingTarget.buttontext[#existingTarget.buttontext + 1] = " ~b~[~w~" .. Keys[key] .. "~b~] ~w~" .. opts[i].label
existingTarget.options[#existingTarget.options + 1] = opts[i]
end
updateCachedText(existingTarget)
else
local tempText = {}
for i = 1, #opts do
opts[i].key = KEY_TABLE[i]
tempText[#tempText + 1] = " ~b~[~w~" .. Keys[opts[i].key] .. "~b~] ~w~" .. opts[i].label
end
TextTargets[data[1]] = {
coords = data[2],
buttontext = tempText,
options = opts,
dist = dist,
text = table.concat(tempText, "\n")
}
end
return data[1]
-- ===== Helpers =====
local function vecKey(v)
-- stable rounded coord string for entity dedupe when name isn't provided
return ("%.3f,%.3f,%.3f"):format(v.x, v.y, v.z)
end
function createModelTarget(models, opts, dist)
startTargetLoop()
if type(models) ~= "table" then
models = { models }
end
local function bakeButtons(opts)
local tempText = {}
for i = 1, #opts do
opts[i].key = KEY_TABLE[i]
tempText[#tempText + 1] = " ~b~[~w~" .. Keys[opts[i].key] .. "~b~] ~w~" .. opts[i].label
tempText[#tempText + 1] =
(" ~b~[~w~%s~b~] ~w~%s"):format(Keys[opts[i].key] or ("K"..opts[i].key), opts[i].label or ("Option "..i))
end
return tempText
end
local keyStr = ""
for i, m in ipairs(models) do
keyStr = keyStr .. tostring(m) .. (i < #models and "_" or "")
end
local targetKey = "model_" .. keyStr
-- Update cached text blob
local function updateCachedText(target)
target.text = table.concat(target.buttontext, "\n")
end
TextTargets[targetKey] = {
models = models,
buttontext = tempText,
options = opts,
dist = dist,
coords = vec3(0, 0, 0),
text = table.concat(tempText, "\n")
-- ===== Public API: Create targets =====
-- ENTITY: createEntityTarget(entity, opts, dist, nameOpt?)
function createEntityTarget(entity, opts, dist, name)
startTargetLoop()
if not entity or entity == 0 then return end
targetEntities[#targetEntities + 1] = entity
local owner = getOwnerResource()
local coords = GetEntityCoords(entity)
local key = tostring(name) or ("entity@" .. vecKey(coords))
-- Always overwrite on same key
local buttontext = bakeButtons(opts)
TextTargets[key] = {
_key = key,
_type = "entity",
_owner = owner,
entity = entity,
coords = vec3(coords.x, coords.y, coords.z),
buttontext = buttontext,
options = opts,
dist = dist,
}
return targetKey
updateCachedText(TextTargets[key])
registerTarget(owner, key)
-- print("^6Bridge^7:^5 Target^7: ^2Added/Updated ENTITY target '"..key.."' by '"..owner.."' @ "..formatCoord(coords))
return key
end
function removeEntityTarget(entity)
TextTargets[entity] = nil
-- ZONE: createZoneTarget(data, opts, dist)
-- Expect data[1] = id/name, data[2] = vec3 coords (as in your original)
function createZoneTarget(data, opts, dist)
startTargetLoop()
local owner = getOwnerResource()
local zname = tostring(data[1] or ("zone@"..vecKey(data[2] or vec3(0,0,0))))
local coords = data[2]
local buttontext = bakeButtons(opts)
TextTargets[zname] = {
_key = zname,
_type = "zone",
_owner = owner,
coords = coords,
buttontext = buttontext,
options = opts,
dist = dist,
}
updateCachedText(TextTargets[zname])
registerTarget(owner, zname)
-- print("^6Bridge^7:^5 Target^7: ^2Added/Updated ZONE target '"..zname.."' by '"..owner.."' @ "..formatCoord(coords))
return zname
end
function removeZoneTarget(target)
TextTargets[target] = nil
-- MODEL: createModelTarget(models, opts, dist, nameOpt?)
function createModelTarget(models, opts, dist, name)
startTargetLoop()
local owner = getOwnerResource()
if type(models) ~= "table" then models = { models } end
local key
if name then
key = tostring(name)
else
local parts = {}
for i, m in ipairs(models) do parts[i] = tostring(m) end
key = "model_" .. table.concat(parts, "_")
end
local buttontext = bakeButtons(opts)
TextTargets[key] = {
_key = key,
_type = "model",
_owner = owner,
models = models,
buttontext = buttontext,
options = opts,
dist = dist,
coords = vec3(0, 0, 0), -- will be updated by the refresher
}
updateCachedText(TextTargets[key])
registerTarget(owner, key)
-- print("^6Bridge^7:^5 Target^7: ^2Added/Updated MODEL target '"..key.."' by '"..owner.."' (models: "..table.concat(models, ",")..")")
return key
end
function removeModelTarget(model)
TextTargets[model] = nil
-- ===== Public API: Remove targets =====
-- Entity removal accepts entity handle or key string.
function removeEntityTarget(entityOrKey)
local key = nil
if type(entityOrKey) == "string" then
key = entityOrKey
elseif type(entityOrKey) == "number" then
for k, t in pairs(TextTargets) do
if t._type == "entity" and t.entity == entityOrKey then key = k break end
end
if not key then
-- Fallback: try coord-key match
local c = GetEntityCoords(entityOrKey)
local guess = "entity@"..vecKey(c)
if TextTargets[guess] then key = guess end
end
end
if key then removeTargetKey(key, "removeEntityTarget") end
end
function removeZoneTarget(key)
if not key then return end
removeTargetKey(key, "removeZoneTarget")
end
-- For models, pass the returned key from createModelTarget (recommended).
function removeModelTarget(key)
if not key then return end
removeTargetKey(key, "removeModelTarget")
end
exports("createEntityTarget", createEntityTarget)
@@ -143,22 +216,20 @@ exports("removeEntityTarget", removeEntityTarget)
exports("removeZoneTarget", removeZoneTarget)
exports("removeModelTarget", removeModelTarget)
-------------------------------------------------------------
-- Fallback: DrawText3D Targets (Experimental)
-------------------------------------------------------------
local started = false
function startTargetLoop()
if started then return end
Config = {
System = {
}
}
started = true
-- lazy include (unchanged from your original)
Config = { System = {} }
local fileLoader = assert(load(LoadResourceFile("jim_bridge", ('starter.lua')), ('@@jim_bridge/starter.lua')))
fileLoader()
-- Model Entity Refresher
-- Model Entity Refresher (kept)
CreateThread(function()
while true do
local pedCoords = GetEntityCoords(PlayerPedId())
@@ -178,7 +249,7 @@ function startTargetLoop()
end
end)
-- Main Target Loop
-- Main Target Loop (unchanged logic, just uses new TextTargets entries)
CreateThread(function()
while true do
local ped = PlayerPedId()
@@ -215,10 +286,10 @@ function startTargetLoop()
for i, opt in ipairs(target.options) do
if IsControlJustPressed(0, opt.key) and isClosest then
if (not target.canInteract or target.canInteract()) and
(not opt.item or hasItem(opt.item)) and
(not opt.job or hasJob(opt.job, nil)) then
(not opt.item or hasItem(opt.item)) and
(not opt.job or hasJob(opt.job, nil)) then
if opt.onSelect then opt.onSelect(targetEntity) end
if opt.action then opt.action(targetEntity) end
if opt.action then opt.action(targetEntity) end
end
end
end
@@ -228,8 +299,8 @@ function startTargetLoop()
for i, opt in ipairs(target.options) do
if (not target.canInteract or target.canInteract()) and
(not opt.item or hasItem(opt.item)) and
(not opt.job or hasJob(opt.job, nil)) then
(not opt.item or hasItem(opt.item)) and
(not opt.job or hasJob(opt.job, nil)) then
DrawText3D(vec3(target.coords.x, target.coords.y, baseZ + lineHeight * lineOffset), target.buttontext[i], isClosest)
lineOffset = lineOffset + 1
end
@@ -238,12 +309,11 @@ function startTargetLoop()
::continue::
end
Wait(1) -- Throttled
Wait(1)
end
end)
end
function DrawText3D(coord, text, highlight)
SetTextScale(0.30, 0.30)
SetTextFont(0)
@@ -253,37 +323,28 @@ function DrawText3D(coord, text, highlight)
SetTextCentre(true)
local totalLength = string.len(text)
local textMaxLength = 99 -- max 99
local text = totalLength > textMaxLength and text:sub(1, totalLength - (totalLength - textMaxLength)) or text
AddTextComponentString(highlight and text:gsub("%~w~", "~y~") or text)
local textMaxLength = 99
local txt = totalLength > textMaxLength and text:sub(1, textMaxLength) or text
AddTextComponentString(highlight and txt:gsub("%~w~", "~y~") or txt)
SetDrawOrigin(coord.x, coord.y, coord.z, 0)
DrawText(0.0, 0.0)
local count, length = GetLineCountAndMaxLength(text)
local count, length = GetLineCountAndMaxLength(txt)
local padding = 0.005
local heightFactor = (count / 43) + padding
local weightFactor = (length / 150) + padding
local height = (heightFactor / 2) - padding / 1
local width = (weightFactor / 2) - padding / 1
local width = (weightFactor / 2) - padding / 1
DrawRect(0.0, height, width, heightFactor, 0, 0, 0, 150)
ClearDrawOrigin()
end
--- Calculates the number of lines and the maximum line length from the given text.
---
--- @param text string The text to analyze.
--- @return number, number The line count and maximum line length.
---
--- @usage
--- ```lua
--- local count, maxLen = GetLineCountAndMaxLength("Hello World")
--- ```
function GetLineCountAndMaxLength(text)
local lineCount, maxLength = 0, 0
for line in text:gmatch("[^\n]+") do
lineCount += 1
lineCount = lineCount + 1
local lineLength = string.len(line)
if lineLength > maxLength then
maxLength = lineLength
@@ -293,7 +354,6 @@ function GetLineCountAndMaxLength(text)
return lineCount, maxLength
end
function RotationToDirection(rot)
local adjust = math.pi / 180
return vec3(
@@ -311,8 +371,3 @@ function normalizeVector(vec)
return vec3(0, 0, 0)
end
end
-- Helper to update cached text.
function updateCachedText(target)
target.text = table.concat(target.buttontext, "\n")
end

View File

@@ -1,17 +1,10 @@
2.0.18
2.1.08
- Fix ox_inv client item caching (images)
- Add better checks if errors in ox_inv items and add more prominent error messages all around
- Tidy up several debugPrints
- Move AuthEvents to new file
- Fix clearStash error with PSInv and JPRInv
- Add extra trigger event for PSInv when opening stash (hopefully fix missing items for some)
- Fix onPlayerUnloaded() not triggering
- Add support for esx_society in openBossMenu()
- Added support for okokbilling to billPlayer()
- Rework progressBar and ui_modules folder
- Rework isAnimal.lua to be more automated and smarter
- Rework/Fix auto detection of QBInvNew
- Add new functions to get players current Inventory Weight
- Fix getStash() always trying to use fallback functions
- Start adding stashEditMetadata() function - wip
- Add check for broken/missing config.lua in scripts
- Add fix for debugMode breaking if no config file
- Add a callback to check for society bank balances
- Add player head movement for `lookEnt()` to continue looking after turning
https://github.com/jimathy/jim_bridge
https://github.com/jimathy/jim_bridge/releases/latest