2026-04-14 17:41:39 +02:00

619 lines
20 KiB
Lua

local pickups = {}
RegisterNetEvent("esx:requestModel", function(model)
ESX.Streaming.RequestModel(model)
end)
RegisterNetEvent("esx:playerLoaded", function(xPlayer, _, skin)
ESX.PlayerData = xPlayer
if not Config.Multichar then
ESX.SpawnPlayer(skin, ESX.PlayerData.coords, function()
TriggerEvent("esx:onPlayerSpawn")
TriggerEvent("esx:restoreLoadout")
TriggerServerEvent("esx:onPlayerSpawn")
TriggerEvent("esx:loadingScreenOff")
ShutdownLoadingScreen()
ShutdownLoadingScreenNui()
end)
end
while not DoesEntityExist(ESX.PlayerData.ped) do
Wait(20)
end
ESX.PlayerLoaded = true
local timer = GetGameTimer()
while not HaveAllStreamingRequestsCompleted(ESX.PlayerData.ped) and (GetGameTimer() - timer) < 2000 do
Wait(0)
end
Adjustments:Load()
ClearPedTasksImmediately(ESX.PlayerData.ped)
if not Config.Multichar then
Core.FreezePlayer(false)
end
if IsScreenFadedOut() then
DoScreenFadeIn(500)
end
Actions:Init()
StartPointsLoop()
StartServerSyncLoops()
NetworkSetLocalPlayerSyncLookAt(true)
end)
local isFirstSpawn = true
ESX.SecureNetEvent("esx:onPlayerLogout", function()
ESX.PlayerLoaded = false
isFirstSpawn = true
end)
ESX.SecureNetEvent("esx:setMaxWeight", function(newMaxWeight)
ESX.SetPlayerData("maxWeight", newMaxWeight)
end)
ESX.SecureNetEvent("esx:setInventory", function(newInventory)
ESX.SetPlayerData("inventory", newInventory)
end)
local function onPlayerSpawn()
ESX.SetPlayerData("ped", PlayerPedId())
ESX.SetPlayerData("dead", false)
end
AddEventHandler("playerSpawned", onPlayerSpawn)
AddEventHandler("esx:onPlayerSpawn", function()
onPlayerSpawn()
if isFirstSpawn then
isFirstSpawn = false
if ESX.PlayerData.metadata.health and (ESX.PlayerData.metadata.health > 0 or Config.SaveDeathStatus) then
SetEntityHealth(ESX.PlayerData.ped, ESX.PlayerData.metadata.health)
end
if ESX.PlayerData.metadata.armor and ESX.PlayerData.metadata.armor > 0 then
SetPedArmour(ESX.PlayerData.ped, ESX.PlayerData.metadata.armor)
end
end
end)
AddEventHandler("esx:onPlayerDeath", function()
ESX.SetPlayerData("ped", PlayerPedId())
ESX.SetPlayerData("dead", true)
end)
AddEventHandler("skinchanger:modelLoaded", function()
while not ESX.PlayerLoaded do
Wait(100)
end
TriggerEvent("esx:restoreLoadout")
end)
AddEventHandler("esx:restoreLoadout", function()
ESX.SetPlayerData("ped", PlayerPedId())
if not Config.CustomInventory then
local ammoTypes = {}
RemoveAllPedWeapons(ESX.PlayerData.ped, true)
for _, v in ipairs(ESX.PlayerData.loadout) do
local weaponName = v.name
local weaponHash = joaat(weaponName)
GiveWeaponToPed(ESX.PlayerData.ped, weaponHash, 0, false, false)
SetPedWeaponTintIndex(ESX.PlayerData.ped, weaponHash, v.tintIndex)
local ammoType = GetPedAmmoTypeFromWeapon(ESX.PlayerData.ped, weaponHash)
for _, v2 in ipairs(v.components) do
local componentHash = ESX.GetWeaponComponent(weaponName, v2).hash
GiveWeaponComponentToPed(ESX.PlayerData.ped, weaponHash, componentHash)
end
if not ammoTypes[ammoType] then
AddAmmoToPed(ESX.PlayerData.ped, weaponHash, v.ammo)
ammoTypes[ammoType] = true
end
end
end
end)
---@diagnostic disable-next-line: param-type-mismatch
AddStateBagChangeHandler("VehicleProperties", nil, function(bagName, _, value)
if not value then
return
end
bagName = bagName:gsub("entity:", "")
local netId = tonumber(bagName)
if not netId then
error("Tried to set vehicle properties with invalid netId")
return
end
local tries = 0
while not NetworkDoesEntityExistWithNetworkId(netId) do
Wait(200)
tries = tries + 1
if tries > 20 then
return error(("Invalid entity - ^5%s^7!"):format(netId))
end
end
local vehicle = NetToVeh(netId)
if NetworkGetEntityOwner(vehicle) ~= ESX.playerId then
return
end
ESX.Game.SetVehicleProperties(vehicle, value)
end)
ESX.SecureNetEvent("esx:setAccountMoney", function(account)
for i = 1, #ESX.PlayerData.accounts do
if ESX.PlayerData.accounts[i].name == account.name then
ESX.PlayerData.accounts[i] = account
if account.name == "money" then
TriggerServerEvent('codem-inventory:CheckPlayerMoney', account.money)
end
break
end
end
ESX.SetPlayerData("accounts", ESX.PlayerData.accounts)
end)
if not Config.CustomInventory then
ESX.SecureNetEvent("esx:addInventoryItem", function(item, count, showNotification)
for k, v in ipairs(ESX.PlayerData.inventory) do
if v.name == item then
ESX.UI.ShowInventoryItemNotification(true, v.label, count - v.count)
ESX.PlayerData.inventory[k].count = count
break
end
end
if showNotification then
ESX.UI.ShowInventoryItemNotification(true, item, count)
end
end)
ESX.SecureNetEvent("esx:removeInventoryItem", function(item, count, showNotification)
for i = 1, #ESX.PlayerData.inventory do
if ESX.PlayerData.inventory[i].name == item then
ESX.UI.ShowInventoryItemNotification(false, ESX.PlayerData.inventory[i].label, ESX.PlayerData.inventory[i].count - count)
ESX.PlayerData.inventory[i].count = count
break
end
end
if showNotification then
ESX.UI.ShowInventoryItemNotification(false, item, count)
end
end)
ESX.SecureNetEvent("esx:addLoadoutItem", function(weaponName, weaponLabel, ammo)
table.insert(ESX.PlayerData.loadout, {
name = weaponName,
ammo = ammo,
label = weaponLabel,
components = {},
tintIndex = 0,
})
end)
ESX.SecureNetEvent("esx:removeLoadoutItem", function(weaponName, weaponLabel)
for i = 1, #ESX.PlayerData.loadout do
if ESX.PlayerData.loadout[i].name == weaponName then
table.remove(ESX.PlayerData.loadout, i)
break
end
end
end)
RegisterNetEvent("esx:addWeapon", function()
error("event ^5'esx:addWeapon'^1 Has Been Removed. Please use ^5xPlayer.addWeapon^1 Instead!")
end)
RegisterNetEvent("esx:addWeaponComponent", function()
error("event ^5'esx:addWeaponComponent'^1 Has Been Removed. Please use ^5xPlayer.addWeaponComponent^1 Instead!")
end)
RegisterNetEvent("esx:setWeaponAmmo", function()
error("event ^5'esx:setWeaponAmmo'^1 Has Been Removed. Please use ^5xPlayer.addWeaponAmmo^1 Instead!")
end)
ESX.SecureNetEvent("esx:setWeaponTint", function(weapon, weaponTintIndex)
SetPedWeaponTintIndex(ESX.PlayerData.ped, joaat(weapon), weaponTintIndex)
end)
RegisterNetEvent("esx:removeWeapon", function()
error("event ^5'esx:removeWeapon'^1 Has Been Removed. Please use ^5xPlayer.removeWeapon^1 Instead!")
end)
ESX.SecureNetEvent("esx:removeWeaponComponent", function(weapon, weaponComponent)
local componentHash = ESX.GetWeaponComponent(weapon, weaponComponent).hash
RemoveWeaponComponentFromPed(ESX.PlayerData.ped, joaat(weapon), componentHash)
end)
end
ESX.SecureNetEvent("esx:setJob", function(Job)
ESX.SetPlayerData("job", Job)
end)
ESX.SecureNetEvent("esx:setGroup", function(group)
ESX.SetPlayerData("group", group)
end)
if not Config.CustomInventory then
ESX.SecureNetEvent("esx:createPickup", function(pickupId, label, coords, itemType, name, components, tintIndex)
local function setObjectProperties(object)
SetEntityAsMissionEntity(object, true, false)
PlaceObjectOnGroundProperly(object)
FreezeEntityPosition(object, true)
SetEntityCollision(object, false, true)
pickups[pickupId] = {
obj = object,
label = label,
inRange = false,
coords = coords,
}
end
if itemType == "item_weapon" then
local weaponHash = joaat(name)
ESX.Streaming.RequestWeaponAsset(weaponHash)
local pickupObject = CreateWeaponObject(weaponHash, 50, coords.x, coords.y, coords.z, true, 1.0, 0)
SetWeaponObjectTintIndex(pickupObject, tintIndex)
for _, v in ipairs(components) do
local component = ESX.GetWeaponComponent(name, v)
if component then
GiveWeaponComponentToWeaponObject(pickupObject, component.hash)
end
end
setObjectProperties(pickupObject)
else
ESX.Game.SpawnLocalObject("prop_money_bag_01", coords, setObjectProperties)
end
end)
ESX.SecureNetEvent("esx:createMissingPickups", function(missingPickups)
for pickupId, pickup in pairs(missingPickups) do
TriggerEvent("esx:createPickup", pickupId, pickup.label, vector3(pickup.coords.x, pickup.coords.y, pickup.coords.z - 1.0), pickup.type, pickup.name, pickup.components, pickup.tintIndex)
end
end)
end
ESX.SecureNetEvent("esx:registerSuggestions", function(registeredCommands)
for name, command in pairs(registeredCommands) do
if command.suggestion then
TriggerEvent("chat:addSuggestion", ("/%s"):format(name), command.suggestion.help, command.suggestion.arguments)
end
end
end)
if not Config.CustomInventory then
ESX.SecureNetEvent("esx:removePickup", function(pickupId)
if pickups[pickupId] and pickups[pickupId].obj then
ESX.Game.DeleteObject(pickups[pickupId].obj)
pickups[pickupId] = nil
end
end)
end
function StartServerSyncLoops()
if Config.CustomInventory then return end
local currentWeapon = {
---@type number
---@diagnostic disable-next-line: assign-type-mismatch
hash = `WEAPON_UNARMED`,
ammo = 0,
}
local function updateCurrentWeaponAmmo(weaponName)
local newAmmo = GetAmmoInPedWeapon(ESX.PlayerData.ped, currentWeapon.hash)
if newAmmo ~= currentWeapon.ammo then
currentWeapon.ammo = newAmmo
TriggerServerEvent("esx:updateWeaponAmmo", weaponName, newAmmo)
end
end
CreateThread(function()
while ESX.PlayerLoaded do
currentWeapon.hash = GetSelectedPedWeapon(ESX.PlayerData.ped)
if currentWeapon.hash ~= `WEAPON_UNARMED` then
local weaponConfig = ESX.GetWeaponFromHash(currentWeapon.hash)
if weaponConfig then
currentWeapon.ammo = GetAmmoInPedWeapon(ESX.PlayerData.ped, currentWeapon.hash)
while GetSelectedPedWeapon(ESX.PlayerData.ped) == currentWeapon.hash do
updateCurrentWeaponAmmo(weaponConfig.name)
Wait(1000)
end
updateCurrentWeaponAmmo(weaponConfig.name)
end
end
Wait(250)
end
end)
CreateThread(function()
local PARACHUTE_OPENING <const> = 1
local PARACHUTE_OPEN <const> = 2
while ESX.PlayerLoaded do
local parachuteState = GetPedParachuteState(ESX.PlayerData.ped)
if parachuteState == PARACHUTE_OPENING or parachuteState == PARACHUTE_OPEN then
TriggerServerEvent("esx:updateWeaponAmmo", "GADGET_PARACHUTE", 0)
while GetPedParachuteState(ESX.PlayerData.ped) ~= -1 do Wait(1000) end
end
Wait(500)
end
end)
end
if not Config.CustomInventory then
CreateThread(function()
while true do
local Sleep = 1500
local playerCoords = GetEntityCoords(ESX.PlayerData.ped)
local _, closestDistance = ESX.Game.GetClosestPlayer(playerCoords)
for pickupId, pickup in pairs(pickups) do
local distance = #(playerCoords - pickup.coords)
if distance < 5 then
Sleep = 0
local label = pickup.label
if distance < 1 then
if IsControlJustReleased(0, 38) then
if IsPedOnFoot(ESX.PlayerData.ped) and (closestDistance == -1 or closestDistance > 3) and not pickup.inRange then
pickup.inRange = true
local dict, anim = "weapons@first_person@aim_rng@generic@projectile@sticky_bomb@", "plant_floor"
ESX.Streaming.RequestAnimDict(dict)
TaskPlayAnim(ESX.PlayerData.ped, dict, anim, 8.0, 1.0, 1000, 16, 0.0, false, false, false)
RemoveAnimDict(dict)
Wait(1000)
TriggerServerEvent("esx:onPickup", pickupId)
PlaySoundFrontend(-1, "PICK_UP", "HUD_FRONTEND_DEFAULT_SOUNDSET", false)
end
end
label = ("%s~n~%s"):format(label, TranslateCap("threw_pickup_prompt"))
end
local textCoords = pickup.coords + vector3(0.0, 0.0, 0.25)
ESX.Game.Utils.DrawText3D(textCoords, label, 1.2, 1)
elseif pickup.inRange then
pickup.inRange = false
end
end
Wait(Sleep)
end
end)
end
----- Admin commands from esx_adminplus
RegisterNetEvent("esx:tpm", function()
local GetEntityCoords = GetEntityCoords
local GetGroundZFor_3dCoord = GetGroundZFor_3dCoord
local GetFirstBlipInfoId = GetFirstBlipInfoId
local DoesBlipExist = DoesBlipExist
local DoScreenFadeOut = DoScreenFadeOut
local GetBlipInfoIdCoord = GetBlipInfoIdCoord
local GetVehiclePedIsIn = GetVehiclePedIsIn
ESX.TriggerServerCallback("esx:isUserAdmin", function(admin)
if not admin then
return
end
local blipMarker = GetFirstBlipInfoId(8)
if not DoesBlipExist(blipMarker) then
ESX.ShowNotification(TranslateCap("tpm_nowaypoint"), "error")
return "marker"
end
-- Fade screen to hide how clients get teleported.
DoScreenFadeOut(650)
while not IsScreenFadedOut() do
Wait(0)
end
local ped, coords = ESX.PlayerData.ped, GetBlipInfoIdCoord(blipMarker)
local vehicle = GetVehiclePedIsIn(ped, false)
local oldCoords = GetEntityCoords(ped)
-- Unpack coords instead of having to unpack them while iterating.
-- 825.0 seems to be the max a player can reach while 0.0 being the lowest.
local x, y, groundZ, Z_START = coords["x"], coords["y"], 850.0, 950.0
local found = false
FreezeEntityPosition(vehicle > 0 and vehicle or ped, true)
for i = Z_START, 0, -25.0 do
local z = i
if (i % 2) ~= 0 then
z = Z_START - i
end
NewLoadSceneStart(x, y, z, x, y, z, 50.0, 0)
local curTime = GetGameTimer()
while IsNetworkLoadingScene() do
if GetGameTimer() - curTime > 1000 then
break
end
Wait(0)
end
NewLoadSceneStop()
SetPedCoordsKeepVehicle(ped, x, y, z)
while not HasCollisionLoadedAroundEntity(ped) do
RequestCollisionAtCoord(x, y, z)
if GetGameTimer() - curTime > 1000 then
break
end
Wait(0)
end
-- Get ground coord. As mentioned in the natives, this only works if the client is in render distance.
found, groundZ = GetGroundZFor_3dCoord(x, y, z, false)
if found then
Wait(0)
SetPedCoordsKeepVehicle(ped, x, y, groundZ)
break
end
Wait(0)
end
-- Remove black screen once the loop has ended.
DoScreenFadeIn(650)
FreezeEntityPosition(vehicle > 0 and vehicle or ped, false)
if not found then
-- If we can't find the coords, set the coords to the old ones.
-- We don't unpack them before since they aren't in a loop and only called once.
SetPedCoordsKeepVehicle(ped, oldCoords["x"], oldCoords["y"], oldCoords["z"] - 1.0)
ESX.ShowNotification(TranslateCap("tpm_success"), "success")
end
-- If Z coord was found, set coords in found coords.
SetPedCoordsKeepVehicle(ped, x, y, groundZ)
ESX.ShowNotification(TranslateCap("tpm_success"), "success")
end)
end)
local noclip = false
local noclip_pos = vector3(0, 0, 70)
local heading = 0
local function noclipThread()
while noclip do
SetEntityCoordsNoOffset(ESX.PlayerData.ped, noclip_pos.x, noclip_pos.y, noclip_pos.z, false, false, true)
if IsControlPressed(1, 34) then
heading = heading + 1.5
if heading > 360 then
heading = 0
end
SetEntityHeading(ESX.PlayerData.ped, heading)
end
if IsControlPressed(1, 9) then
heading = heading - 1.5
if heading < 0 then
heading = 360
end
SetEntityHeading(ESX.PlayerData.ped, heading)
end
if IsControlPressed(1, 8) then
noclip_pos = GetOffsetFromEntityInWorldCoords(ESX.PlayerData.ped, 0.0, 1.0, 0.0)
end
if IsControlPressed(1, 32) then
noclip_pos = GetOffsetFromEntityInWorldCoords(ESX.PlayerData.ped, 0.0, -1.0, 0.0)
end
if IsControlPressed(1, 27) then
noclip_pos = GetOffsetFromEntityInWorldCoords(ESX.PlayerData.ped, 0.0, 0.0, 1.0)
end
if IsControlPressed(1, 173) then
noclip_pos = GetOffsetFromEntityInWorldCoords(ESX.PlayerData.ped, 0.0, 0.0, -1.0)
end
Wait(0)
end
end
RegisterNetEvent("esx:noclip", function()
ESX.TriggerServerCallback("esx:isUserAdmin", function(admin)
if not admin then
return
end
if not noclip then
noclip_pos = GetEntityCoords(ESX.PlayerData.ped, false)
heading = GetEntityHeading(ESX.PlayerData.ped)
end
noclip = not noclip
if noclip then
CreateThread(noclipThread)
end
if noclip then
ESX.ShowNotification(TranslateCap("noclip_message", Translate("enabled")), "success")
else
ESX.ShowNotification(TranslateCap("noclip_message", Translate("disabled")), "error")
end
end)
end)
RegisterNetEvent("esx:killPlayer", function()
SetEntityHealth(ESX.PlayerData.ped, 0)
end)
RegisterNetEvent("esx:repairPedVehicle", function()
local ped = ESX.PlayerData.ped
local vehicle = GetVehiclePedIsIn(ped, false)
SetVehicleEngineHealth(vehicle, 1000)
SetVehicleEngineOn(vehicle, true, true, false)
SetVehicleFixed(vehicle)
SetVehicleDirtLevel(vehicle, 0)
end)
RegisterNetEvent("esx:freezePlayer", function(input)
if input == "freeze" then
SetEntityCollision(ESX.PlayerData.ped, false, false)
FreezeEntityPosition(ESX.PlayerData.ped, true)
SetPlayerInvincible(ESX.playerId, true)
elseif input == "unfreeze" then
SetEntityCollision(ESX.PlayerData.ped, true, true)
FreezeEntityPosition(ESX.PlayerData.ped, false)
SetPlayerInvincible(ESX.playerId, false)
end
end)
ESX.RegisterClientCallback("esx:GetVehicleType", function(cb, model)
cb(ESX.GetVehicleTypeClient(model))
end)
ESX.SecureNetEvent('esx:updatePlayerData', function(key, val)
ESX.SetPlayerData(key, val)
end)
---@param command string
ESX.SecureNetEvent("esx:executeCommand", function(command)
ExecuteCommand(command)
end)
AddEventHandler("onResourceStop", function(resource)
if Core.Events[resource] then
for i = 1, #Core.Events[resource] do
RemoveEventHandler(Core.Events[resource][i])
end
end
end)