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

236 lines
14 KiB
Lua

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