mirror of
https://github.com/jimathy/jim_bridge.git
synced 2026-08-17 05:56:02 +01:00
I think this was causing progressbars to return true instead of `nil/false` somehow this *should* make it more certain
337 lines
13 KiB
Lua
337 lines
13 KiB
Lua
local inProgress = false
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local storedPID = nil
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local progressFunc = {
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ox = {
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start =
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function(data)
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local options = {
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duration = debugMode and 1000 or data.time,
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label = data.label,
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position = data.position or "bottom",
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useWhileDead = data.dead or false,
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canCancel = data.cancel or true,
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anim = {
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dict = data.dict,
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clip = data.anim,
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flag = (data.flag == 8 and 32 or data.flag) or nil,
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scenario = data.task
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},
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disable = {
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combat = data.combat or true,
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move = data.disableMovement or false,
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car = data.disableMovement or false,
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mouse = data.mouse or false
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},
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}
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if data.prop and data.prop.model then
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options.prop = {
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model = data.prop.model,
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pos = data.prop.pos or vec3(0, 0, 0),
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rot = data.prop.rot or vec3(0, 0, 0),
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bone = data.prop.bone or 0
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}
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end
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if data.propTwo and data.propTwo.model then
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options.propTwo = {
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model = data.propTwo.model,
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pos = data.propTwo.pos or vec3(0, 0, 0),
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rot = data.propTwo.rot or vec3(0, 0, 0),
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bone = data.propTwo.bone or 0
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}
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end
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if data.progressType == "circle" then
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if exports[OXLibExport]:progressCircle(options) then
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return true
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else
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return false
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end
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end
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if not data.progressType or data.progressType == "bar" then
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if exports[OXLibExport]:progressBar(options) then
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return true
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else
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return false
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end
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end
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end,
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stop =
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function()
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exports[OXLibExport]:cancelProgress()
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end,
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},
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qb = {
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start =
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function(data)
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local p = promise.new()
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Core.Functions.Progressbar("progbar",
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data.label,
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debugMode and 1000 or data.time,
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data.dead or false,
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data.cancel or true,
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{
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disableMovement = data.disableMovement or false,
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disableCarMovement = data.disableMovement or false,
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disableMouse = data.disableMouse or false,
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disableCombat = data.disableCombat or true,
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},
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{
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animDict = data.dict,
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anim = data.anim,
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flags = data.flag or 32,
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task = data.task
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},
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{}, {},
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function() p:resolve(true) end,
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function() p:resolve(false) end,
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data.icon)
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return Citizen.Await(p)
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end,
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stop =
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function()
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TriggerEvent("progressbar:client:cancel")
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end,
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},
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esx = {
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start =
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function(data)
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local p = promise.new()
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ESX.Progressbar(data.label, debugMode and 1000 or data.time, {
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FreezePlayer = true,
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animation = {
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type = data.anim,
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dict = data.dict,
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scenario = data.task,
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},
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onFinish = function()
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p:resolve(true)
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end,
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onCancel = function()
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p:resolve(false)
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return false
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end
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})
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return Citizen.Await(p)
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end,
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stop =
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function()
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ESX.CancelProgressbar()
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end,
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},
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lation = {
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start =
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function(data)
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if exports.lation_ui:progressBar({
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label = data.label,
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description = nil,
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duration = debugMode and 1000 or data.time,
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icon = data.icon,
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useWhileDead = data.dead or false,
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disable = {
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combat = data.combat or true,
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move = data.disableMovement or false,
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car = data.disableMovement or false,
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},
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anim = {
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dict = data.dict,
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clip = data.anim,
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flag = data.flag
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},
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prop = {
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model = data.prop and data.prop.model,
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pos = data.prop and (data.prop.pos or vec3(0, 0, 0)),
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rot = data.prop and (data.prop.rot or vec3(0, 0, 0)),
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bone = data.prop and (data.prop.bone or 0)
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}
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}) then
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return true
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else
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return false
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end
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end,
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stop =
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function()
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exports.lation_ui:cancelProgress()
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end,
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},
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red = {
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start =
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function(data)
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if exports.jim_bridge:redProgressBar({
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label = data.label,
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time = debugMode and 1000 or data.time,
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dict = data.dict,
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anim = data.anim,
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flag = data.flag or 32,
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task = data.task,
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disableMovement = data.disableMovement or false,
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cancel = data.cancel or true,
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}) then
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return true
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else
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return false
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end
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end,
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stop =
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function()
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exports.jim_bridge:stopProgressBar()
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end,
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},
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gta = {
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start =
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function(data)
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if exports.jim_bridge:gtaProgressBar({
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label = data.label,
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time = debugMode and 1000 or data.time,
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dict = data.dict,
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anim = data.anim,
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flag = data.flag or 32,
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task = data.task,
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disableMovement = data.disableMovement or false,
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cancel = data.cancel or true,
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}) then
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return true
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else
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return false
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end
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end,
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stop =
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function()
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exports.jim_bridge:stopProgressBar()
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end,
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},
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}
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--- Displays a progress bar using the configured progress bar system.
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---
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--- This function handles displaying a progress bar to the player using the specified progress bar system (e.g., ox, qb, esx, gta).
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--- It supports shared progress bars between players, animations, camera effects, and more.
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---
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---@param data table A table containing the progress bar configuration.
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--- - **label** (`string`): The text label to display on the progress bar.
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--- - **time** (`number`): The duration of the progress bar in milliseconds.
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--- - **dict** (`string`, optional): The animation dictionary to use.
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--- - **anim** (`string`, optional): The animation name to play.
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--- - **task** (`string`, optional): The task scenario to perform.
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--- - **flag** (`number`, optional): The animation flag.
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--- - **dead** (`boolean`, optional): Whether to allow the progress bar when the player is dead. Default is `false`.
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--- - **cancel** (`boolean`, optional): Whether the progress bar can be canceled by the player. Default is `true`.
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--- - **icon** (`string`, optional): The icon to display (for qb progress bar).
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--- - **cam** (`number`, optional): The camera handle to use.
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--- - **shared** (`table`, optional): Data for shared progress bars.
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--- - **pid** (`number`): The player ID to share the progress bar with.
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--- - **label** (`string`): The label to display on the shared progress bar.
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---
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--- @return boolean `true` if the progress bar completed successfully, or `false` if it was canceled.
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---
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---@usage
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--- ```lua
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--- local success = progressBar({
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--- label = "Processing...",
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--- time = 5000,
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--- dict = "amb@world_human_hang_out_street@female_hold_arm@base",
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--- anim = "base",
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--- flag = 49,
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--- cancel = true,
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--- })
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--- ```
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local progresssBarActive = false
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function progressBar(data)
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if progresssBarActive then return else progresssBarActive = true end
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local ped = PlayerPedId()
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if data.shared then
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debugPrint("^6Bridge^7: ^6Sharing progressBar to player^7: ^6"..data.shared.pid.."^7")
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storedPID = data.shared.pid
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TriggerServerEvent(getScript()..":server:sharedProg:Start", data)
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end
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local result = nil
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if data.cam then startTempCam(data.cam) end
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if progressFunc[Config.System.ProgressBar].start(data) then
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result = true
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else
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result = false
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end
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while result == nil do
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Wait(10)
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end
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debugPrint("^5Debug^7: ^2ProgressBar result^7: ^3"..tostring(result).."^7")
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-- Cleanup
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FreezeEntityPosition(ped, false)
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lockInv(false)
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if data.cam then
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stopTempCam(data.cam)
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end
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if result == false and data.shared then
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debugPrint("^6Bridge^7: ^2Sending cancel to ^6"..storedPID.."^7")
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TriggerServerEvent(getScript().."server:sharedProg:cancel", storedPID)
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end
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storedPID = nil
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if result == false then
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currentToken = nil
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TriggerServerEvent(getScript()..":clearAuthToken")
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end
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if result == true and data.request then
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TriggerServerEvent(getScript()..":clearAuthToken")
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currentToken = triggerCallback(AuthEvent)
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end
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progresssBarActive = false
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return result
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end
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--- Stops the current progress bar.
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---
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--- This function cancels the progress bar based on the configured progress bar system, handling any necessary cleanup.
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function stopProgressBar()
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progressFunc[Config.System.ProgressBar].stop()
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progresssBarActive = false
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end
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-- System to handle sending/sharing progress bars between players --
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-- For example, healing someone --
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--- Server event handler for starting a shared progress bar.
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--- This event is triggered when a player wants to start a progress bar on another player.
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--- It adjusts the data to prevent loops and sends the data to the target client.
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RegisterNetEvent(getScript()..":server:sharedProg:Start", function(data)
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local pid = data.shared.pid -- Get player ID from the client
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data.label = data.shared.label -- Set progress bar label to the shared label
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data.cancel = false -- Make it so it can't be canceled
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data.dead = true -- Allow progress bar even if player is dead
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data.shared = nil -- Remove shared info to prevent loops
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data.anim = nil -- Remove animation so players don't share it
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debugPrint("^6Bridge^7: ^6"..source.." ^2is sending shared progressBar to player^7, ^6"..pid.."^7")
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TriggerClientEvent(getScript()..":client:sharedProg:Start", pid, data)
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end)
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--- Client event handler for starting a shared progress bar.
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--- This event is triggered when the server wants the client to start a shared progress bar.
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RegisterNetEvent(getScript()..":client:sharedProg:Start", function(data)
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debugPrint("^6Bridge^7: ^2You have been sent a progressBar^7")
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progressBar(data)
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end)
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--- Server event handler for canceling a shared progress bar.
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--- This event is triggered when a progress bar is canceled and the server needs to notify the other player.
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RegisterNetEvent(getScript()..":server:sharedProg:Cancel", function(pid)
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debugPrint("^6Bridge^7: ^2Sending cancel progressBar to ^6"..pid.."^7")
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TriggerClientEvent(getScript()..":client:sharedProg:Cancel", pid)
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end)
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--- Client event handler for canceling a shared progress bar.
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--- This event is triggered when the server wants the client to cancel a shared progress bar.
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RegisterNetEvent(getScript()..":client:sharedProg:Cancel", function()
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debugPrint("^6Bridge^7: ^2Receiving cancel progressBar^7")
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stopProgressBar()
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end) |