forked from Simnation/Main
166 lines
6.1 KiB
Lua
166 lines
6.1 KiB
Lua
![]() |
module 'shared/debug'
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module 'shared/resource'
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module 'shared/utils'
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module 'shared/player'
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QBCore = nil
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Version = resource.version(Bridge.FrameworkName)
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Citizen.CreateThreadNow(function()
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IsExport, QBCore = pcall(function()
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return exports[Bridge.FrameworkName]:GetCoreObject()
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end)
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if not IsExport then
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while not QBCore do
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TriggerEvent(Bridge.FrameworkEvent, function(obj) QBCore = obj end)
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Wait(500)
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end
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end
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end)
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Bridge.Debug('Framework', 'QBCore', Version)
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RegisterNetEvent(Bridge.FrameworkPrefix .. ':Client:UpdateObject', function()
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QBCore = exports[Bridge.FrameworkName]:GetCoreObject()
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for k, v in pairs(QBCore.Shared.Items) do
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local item = {}
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if not v.name then v.name = k end
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item.name = v.name
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item.label = v.label
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item.description = v.description
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item.stack = not v.unique and true
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item.weight = v.weight or 0
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item.close = v.shouldClose == nil and true or v.shouldClose
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item.image = v.image
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item.type = v.type
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Framework.Items[v.name] = item
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end
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end)
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RegisterNetEvent(Bridge.FrameworkPrefix .. ':Client:OnPlayerLoaded', function()
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local PlayerData = QBCore.Functions.GetPlayerData()
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Framework.SetPlayerData(PlayerData)
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pcall(Framework.OnPlayerLoaded)
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end)
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RegisterNetEvent(Bridge.FrameworkPrefix .. ':Client:OnPlayerUnload', function()
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Framework.Player = {}
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pcall(Framework.OnPlayerUnload)
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end)
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RegisterNetEvent(Bridge.FrameworkPrefix .. ':Player:SetPlayerData', function(PlayerData)
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Framework.SetPlayerData(PlayerData)
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end)
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RegisterNetEvent(Bridge.FrameworkPrefix .. ':Client:OnJobUpdate', function(Job)
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Framework.Player.Job = {}
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Framework.Player.Job.Name = Job.name
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Framework.Player.Job.Label = Job.label
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Framework.Player.Job.Duty = Job.onduty
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Framework.Player.Job.Boss = Job.isboss
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Framework.Player.Job.Grade = {}
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Framework.Player.Job.Grade.Name = Job.grade.name
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Framework.Player.Job.Grade.Level = Job.grade.level
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pcall(Framework.OnJobUpdate)
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end)
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RegisterNetEvent(Bridge.FrameworkPrefix .. ':Client:SetDuty', function(Duty)
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Framework.Player.Job.Duty = Duty
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pcall(Framework.OnJobDutyUpdate)
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end)
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RegisterNetEvent(Bridge.FrameworkPrefix .. ':Client:OnGangUpdate', function(Gang)
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Framework.Player.Gang = {}
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Framework.Player.Gang.Name = Gang.name
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Framework.Player.Gang.Label = Gang.label
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Framework.Player.Gang.Boss = Gang.isboss
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Framework.Player.Gang.Grade = {}
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Framework.Player.Gang.Grade.Name = Gang.grade.name
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Framework.Player.Gang.Grade.Level = Gang.grade.level
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pcall(Framework.OnGangUpdate)
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end)
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Framework.SetPlayerData = function(PlayerData)
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Framework.Player.Identifier = PlayerData.citizenid
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Framework.Player.Name = PlayerData.name
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if PlayerData.charinfo then
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Framework.Player.Firstname = PlayerData.charinfo.firstname or 'Firstname'
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Framework.Player.Lastname = PlayerData.charinfo.lastname or 'Lastname'
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Framework.Player.DateOfBirth = PlayerData.charinfo.birthdate or '00-00-0000'
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Framework.Player.Gender = (PlayerData.charinfo.gender == 0 and 'm' or 'f')
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end
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Framework.Player.Job = Framework.Player.Job or {}
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if PlayerData.job then
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Framework.Player.Job.Name = PlayerData.job.name
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Framework.Player.Job.Label = PlayerData.job.label
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Framework.Player.Job.Duty = PlayerData.job.onduty
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Framework.Player.Job.Boss = PlayerData.job.isboss
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Framework.Player.Job.Grade = Framework.Player.Job.Grade or {}
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Framework.Player.Job.Grade.Name = PlayerData.job.grade.name
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Framework.Player.Job.Grade.Level = PlayerData.job.grade.level
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end
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Framework.Player.Gang = Framework.Player.Gang or {}
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if PlayerData.gang then
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Framework.Player.Gang.Name = PlayerData.gang.name
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Framework.Player.Gang.Label = PlayerData.gang.label
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Framework.Player.Gang.Boss = PlayerData.gang.isboss
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Framework.Player.Gang.Grade = Framework.Player.Gang.Grade or {}
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Framework.Player.Gang.Grade.Name = PlayerData.gang.grade.name
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Framework.Player.Gang.Grade.Level = PlayerData.gang.grade.level
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end
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if PlayerData.money then
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Framework.Player.Accounts = {}
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for account, amount in pairs(PlayerData.money) do
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Framework.Player.Accounts[account] = amount
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end
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end
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Framework.Player.Metadata = PlayerData.metadata or {}
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end
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Framework.OnReady(QBCore, function()
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Framework.SetPlayerData(QBCore.Functions.GetPlayerData())
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end)
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Framework.CreateCallback = function(name, cb)
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QBCore.Functions.CreateClientCallback(name, cb)
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end
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Framework.TriggerCallback = function(name, cb, ...)
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QBCore.Functions.TriggerCallback(name, cb, ...)
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end
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Framework.SpawnVehicle = function(cb, model, coords, warp)
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Framework.TriggerCallback(Bridge.FrameworkPrefix .. ':Server:SpawnVehicle', cb, model, coords, warp)
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end
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Framework.ToggleDuty = function()
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TriggerServerEvent(Bridge.FrameworkPrefix .. ':ToggleDuty')
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end
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Framework.Notify = function(message, type, length)
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if type == "info" then type = 'primary' end
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QBCore.Functions.Notify(message, type, length)
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end
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Framework.IsPlayerDead = function()
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local PlayerData = QBCore.Functions.GetPlayerData()
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return (PlayerData.metadata['isdead'] or PlayerData.metadata['inlaststand'])
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end
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Framework.GetStatus = function(key)
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local PlayerData = QBCore.Functions.GetPlayerData()
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return Framework.Round(PlayerData.metadata[key], 0)
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end
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Framework.OpenSociety = function(name, type)
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if type == 'job' and (Framework.Player.Job.Name ~= name or not Framework.Player.Job.Boss) then return end
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if type == 'gang' and (Framework.Player.Gang.Name ~= name or not Framework.Player.Gang.Boss) then return end
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if type == 'job' then
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TriggerEvent('qb-bossmenu:client:OpenMenu')
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elseif type == 'gang' then
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TriggerEvent('qb-gangmenu:client:OpenMenu')
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else
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error('Society Type Must Be Job Or Gang', 0)
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end
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end
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