SetClothes = function(citizenid, coords, heading, anim, animationTable) if Config.Clothes == "default" or Config.Clothes == "fivem-appearance" or Config.Clothes == "illenium-appearance" or Config.Clothes == 'codem-appearance' then local characterData = TriggerCallback('m-multichar:server:getSkin', citizenid) if characterData == nil then return end local model if Config.Clothes == 'illenium-appearance' then characterData = json.decode(characterData) model = characterData['model'] elseif Config.Clothes == 'fivem-appearance' then characterData = json.decode(characterData) model = characterData.model else if Config.Framework == 'esx' or Config.Framework == 'oldesx' then characterData = json.decode(characterData) if characterData['sex'] == "m" or characterData['sex'] == 0 then model = "mp_m_freemode_01" else model = "mp_f_freemode_01" end elseif Config.Framework == 'qb' or Config.Framework == 'oldqb' then model = characterData and characterData.model or nil model = model ~= nil and tonumber(model) or false end end if model == nil or model == false then Citizen.CreateThread(function() ClearOldPed() local ped = PlayerPedId() SetEntityCoords(ped, coords.x, coords.y, coords.z - 5.0) SetEntityHeading(ped, heading) SetEntityVisible(ped, true) local randommodels = { "mp_m_freemode_01", "mp_f_freemode_01", } local model = GetHashKey(randommodels[math.random(1, #randommodels)]) RequestModel(model) while not HasModelLoaded(model) do Citizen.Wait(0) end DeleteEntity(createdPeds[citizenid]) DeletePed(createdPeds[citizenid]) createdPeds[citizenid] = nil createdPeds[citizenid] = CreatePed(2, model, coords.x, coords.y, coords.z - 0.98, heading, false, true) SetPedComponentVariation(createdPeds[citizenid], 0, 0, 0, 2) FreezeEntityPosition(createdPeds[citizenid], false) SetEntityInvincible(createdPeds[citizenid], true) PlaceObjectOnGroundProperly(createdPeds[citizenid]) SetBlockingOfNonTemporaryEvents(createdPeds[citizenid], true) if anim ~= nil then TaskStartScenarioInPlace(createdPeds[citizenid], anim, 0, true) end if animationTable ~= nil then RequestAnimDict(animationTable[1]) while not HasAnimDictLoaded(animationTable[1]) do Wait(1) end TaskPlayAnim(createdPeds[citizenid], animationTable[1], animationTable[2], 8.0, -8.0, -1, 1, 0, false, false, false) if animationTable[3] then RequestAnimDict(animationTable[3]) while not HasAnimDictLoaded(animationTable[3]) do Wait(1) end Wait(1000) TaskPlayAnim(createdPeds[citizenid], animationTable[3], animationTable[4], 8.0, -8.0, -1, 1, 0, false, false, false) end end end) else ClearOldPed() Citizen.CreateThread(function() local ped = PlayerPedId() SetEntityCoords(ped, coords.x, coords.y, coords.z - 5) SetEntityHeading(ped, heading) SetEntityVisible(ped, true) RequestModel(model) while not HasModelLoaded(model) do Citizen.Wait(0) end DeleteEntity(createdPeds[citizenid]) DeletePed(createdPeds[citizenid]) createdPeds[citizenid] = nil createdPeds[citizenid] = CreatePed(2, model, coords.x, coords.y, coords.z - 0.98, heading, false, true) SetPedComponentVariation(createdPeds[citizenid], 0, 0, 0, 2) FreezeEntityPosition(createdPeds[citizenid], false) SetEntityInvincible(createdPeds[citizenid], true) PlaceObjectOnGroundProperly(createdPeds[citizenid]) SetBlockingOfNonTemporaryEvents(createdPeds[citizenid], true) if Config.Clothes == 'fivem-appearance' then exports['fivem-appearance']:setPedAppearance(createdPeds[citizenid], characterData) elseif Config.Clothes == 'illenium-appearance' then exports['illenium-appearance']:setPedAppearance(createdPeds[citizenid], characterData) else if Config.Framework == 'esx' or Config.Framework == 'oldesx' then ApplySkinForPed(createdPeds[citizenid], characterData) elseif Config.Framework == 'qb' or Config.Framework == 'oldqb' then data = json.decode(characterData.skin) TriggerEvent('qb-clothing:client:loadPlayerClothing', data, createdPeds[citizenid]) end end if anim ~= nil then TaskStartScenarioInPlace(createdPeds[citizenid], anim, 0, true) end if animationTable ~= nil then RequestAnimDict(animationTable[1]) while not HasAnimDictLoaded(animationTable[1]) do Wait(1) end TaskPlayAnim(createdPeds[citizenid], animationTable[1], animationTable[2], 8.0, -8.0, -1, 1, 0, false, false, false) if animationTable[3] then RequestAnimDict(animationTable[3]) while not HasAnimDictLoaded(animationTable[3]) do Wait(1) end Wait(1000) TaskPlayAnim(createdPeds[citizenid], animationTable[3], animationTable[4], 8.0, -8.0, -1, 1, 0, false, false, false) end end end) end end end function ApplySkinForPed(playerPed, Character) local face_weight = (Character['face_md_weight'] / 100) + 0.0 local skin_weight = (Character['skin_md_weight'] / 100) + 0.0 SetPedHeadBlendData(playerPed, Character['mom'], Character['dad'], 0, Character['mom'], Character['dad'], 0, face_weight, skin_weight, 0.0, false) SetPedFaceFeature(playerPed, 0, (Character['nose_1'] / 10) + 0.0) -- Nose Width SetPedFaceFeature(playerPed, 1, (Character['nose_2'] / 10) + 0.0) -- Nose Peak Height SetPedFaceFeature(playerPed, 2, (Character['nose_3'] / 10) + 0.0) -- Nose Peak Length SetPedFaceFeature(playerPed, 3, (Character['nose_4'] / 10) + 0.0) -- Nose Bone Height SetPedFaceFeature(playerPed, 4, (Character['nose_5'] / 10) + 0.0) -- Nose Peak Lowering SetPedFaceFeature(playerPed, 5, (Character['nose_6'] / 10) + 0.0) -- Nose Bone Twist SetPedFaceFeature(playerPed, 6, (Character['eyebrows_5'] / 10) + 0.0) -- Eyebrow height SetPedFaceFeature(playerPed, 7, (Character['eyebrows_6'] / 10) + 0.0) -- Eyebrow depth SetPedFaceFeature(playerPed, 8, (Character['cheeks_1'] / 10) + 0.0) -- Cheekbones Height SetPedFaceFeature(playerPed, 9, (Character['cheeks_2'] / 10) + 0.0) -- Cheekbones Width SetPedFaceFeature(playerPed, 10, (Character['cheeks_3'] / 10) + 0.0) -- Cheeks Width SetPedFaceFeature(playerPed, 11, (Character['eye_squint'] / 10) + 0.0) -- Eyes squint SetPedFaceFeature(playerPed, 12, (Character['lip_thickness'] / 10) + 0.0) -- Lip Fullness SetPedFaceFeature(playerPed, 13, (Character['jaw_1'] / 10) + 0.0) -- Jaw Bone Width SetPedFaceFeature(playerPed, 14, (Character['jaw_2'] / 10) + 0.0) -- Jaw Bone Length SetPedFaceFeature(playerPed, 15, (Character['chin_1'] / 10) + 0.0) -- Chin Height SetPedFaceFeature(playerPed, 16, (Character['chin_2'] / 10) + 0.0) -- Chin Length SetPedFaceFeature(playerPed, 17, (Character['chin_3'] / 10) + 0.0) -- Chin Width SetPedFaceFeature(playerPed, 18, (Character['chin_4'] / 10) + 0.0) -- Chin Hole Size SetPedFaceFeature(playerPed, 19, (Character['neck_thickness'] / 10) + 0.0) -- Neck Thickness SetPedHairColor(playerPed, Character['hair_color_1'], Character['hair_color_2']) -- Hair Color SetPedHeadOverlay(playerPed, 3, Character['age_1'], (Character['age_2'] / 10) + 0.0) -- Age + opacity SetPedHeadOverlay(playerPed, 0, Character['blemishes_1'], (Character['blemishes_2'] / 10) + 0.0) -- Blemishes + opacity SetPedHeadOverlay(playerPed, 1, Character['beard_1'], (Character['beard_2'] / 10) + 0.0) -- Beard + opacity SetPedEyeColor(playerPed, Character['eye_color']) -- Eyes color SetPedHeadOverlay(playerPed, 2, Character['eyebrows_1'], (Character['eyebrows_2'] / 10) + 0.0) -- Eyebrows + opacity SetPedHeadOverlay(playerPed, 4, Character['makeup_1'], (Character['makeup_2'] / 10) + 0.0) -- Makeup + opacity SetPedHeadOverlay(playerPed, 8, Character['lipstick_1'], (Character['lipstick_2'] / 10) + 0.0) -- Lipstick + opacity SetPedComponentVariation(playerPed, 2, Character['hair_1'], Character['hair_2'], 2) -- Hair SetPedHeadOverlayColor(playerPed, 1, 1, Character['beard_3'], Character['beard_4']) -- Beard Color SetPedHeadOverlayColor(playerPed, 2, 1, Character['eyebrows_3'], Character['eyebrows_4']) -- Eyebrows Color SetPedHeadOverlayColor(playerPed, 4, 2, Character['makeup_3'], Character['makeup_4']) -- Makeup Color SetPedHeadOverlayColor(playerPed, 8, 1, Character['lipstick_3'], Character['lipstick_4']) -- Lipstick Color SetPedHeadOverlay(playerPed, 5, Character['blush_1'], (Character['blush_2'] / 10) + 0.0) -- Blush + opacity SetPedHeadOverlayColor(playerPed, 5, 2, Character['blush_3']) -- Blush Color SetPedHeadOverlay(playerPed, 6, Character['complexion_1'], (Character['complexion_2'] / 10) + 0.0) -- Complexion + opacity SetPedHeadOverlay(playerPed, 7, Character['sun_1'], (Character['sun_2'] / 10) + 0.0) -- Sun Damage + opacity SetPedHeadOverlay(playerPed, 9, Character['moles_1'], (Character['moles_2'] / 10) + 0.0) -- Moles/Freckles + opacity SetPedHeadOverlay(playerPed, 10, Character['chest_1'], (Character['chest_2'] / 10) + 0.0) -- Chest Hair + opacity SetPedHeadOverlayColor(playerPed, 10, 1, Character['chest_3']) -- Torso Color if Character['bodyb_1'] == -1 then SetPedHeadOverlay(playerPed, 11, 255, (Character['bodyb_2'] / 10) + 0.0) -- Body Blemishes + opacity else SetPedHeadOverlay(playerPed, 11, Character['bodyb_1'], (Character['bodyb_2'] / 10) + 0.0) end if Character['bodyb_3'] == -1 then SetPedHeadOverlay(playerPed, 12, 255, (Character['bodyb_4'] / 10) + 0.0) else SetPedHeadOverlay(playerPed, 12, Character['bodyb_3'], (Character['bodyb_4'] / 10) + 0.0) -- Blemishes 'added body effect' + opacity end if Character['ears_1'] == -1 then ClearPedProp(playerPed, 2) else SetPedPropIndex(playerPed, 2, Character['ears_1'], Character['ears_2'], 2) -- Ears Accessories end SetPedComponentVariation(playerPed, 8, Character['tshirt_1'], Character['tshirt_2'], 2) -- Tshirt SetPedComponentVariation(playerPed, 11, Character['torso_1'], Character['torso_2'], 2) -- torso parts SetPedComponentVariation(playerPed, 3, Character['arms'], Character['arms_2'], 2) -- Arms SetPedComponentVariation(playerPed, 10, Character['decals_1'], Character['decals_2'], 2) -- decals SetPedComponentVariation(playerPed, 4, Character['pants_1'], Character['pants_2'], 2) -- pants SetPedComponentVariation(playerPed, 6, Character['shoes_1'], Character['shoes_2'], 2) -- shoes SetPedComponentVariation(playerPed, 1, Character['mask_1'], Character['mask_2'], 2) -- mask SetPedComponentVariation(playerPed, 9, Character['bproof_1'], Character['bproof_2'], 2) -- bulletproof SetPedComponentVariation(playerPed, 7, Character['chain_1'], Character['chain_2'], 2) -- chain SetPedComponentVariation(playerPed, 5, Character['bags_1'], Character['bags_2'], 2) -- Bag if Character['helmet_1'] == -1 then ClearPedProp(playerPed, 0) else SetPedPropIndex(playerPed, 0, Character['helmet_1'], Character['helmet_2'], 2) -- Helmet end if Character['glasses_1'] == -1 then ClearPedProp(playerPed, 1) else SetPedPropIndex(playerPed, 1, Character['glasses_1'], Character['glasses_2'], 2) -- Glasses end if Character['watches_1'] == -1 then ClearPedProp(playerPed, 6) else SetPedPropIndex(playerPed, 6, Character['watches_1'], Character['watches_2'], 2) -- Watches end if Character['bracelets_1'] == -1 then ClearPedProp(playerPed, 7) else SetPedPropIndex(playerPed, 7, Character['bracelets_1'], Character['bracelets_2'], 2) -- Bracelets end end