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0905e09ac9
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4 changed files with 125 additions and 30 deletions
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@ -1,29 +1,83 @@
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local QBCore = exports['qb-core']:GetCoreObject()
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-- Check if player has a backpack equipped
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-- Debug function to print all clothing components
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function PrintAllClothingComponents()
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local ped = PlayerPedId()
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local components = {}
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-- Component IDs: 0=face, 1=mask, 2=hair, 3=torso, 4=leg, 5=bag, 6=shoes, 7=accessory, 8=undershirt, 9=kevlar, 10=badge, 11=torso2
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for i = 0, 11 do
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local drawable = GetPedDrawableVariation(ped, i)
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local texture = GetPedTextureVariation(ped, i)
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local palette = GetPedPaletteVariation(ped, i)
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components[i] = {
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drawable = drawable,
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texture = texture,
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palette = palette
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}
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print("Component " .. i .. ": Drawable=" .. drawable .. ", Texture=" .. texture .. ", Palette=" .. palette)
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end
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-- Props: 0=hat, 1=glasses, 2=ear, 6=watch, 7=bracelet
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for i = 0, 7 do
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if i ~= 3 and i ~= 4 and i ~= 5 then -- Skip invalid prop IDs
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local prop = GetPedPropIndex(ped, i)
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local texture = GetPedPropTextureIndex(ped, i)
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print("Prop " .. i .. ": Index=" .. prop .. ", Texture=" .. texture)
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end
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end
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return components
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end
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-- Command to print all clothing components (for debugging)
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RegisterCommand('checkclothing', function()
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PrintAllClothingComponents()
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lib.notify({
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title = 'Debug',
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description = 'Clothing components printed to console',
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type = 'info'
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})
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end, false)
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-- Check if player has a backpack equipped with improved detection
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function CheckForBackpack()
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local ped = PlayerPedId()
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-- Get the current bag drawable ID (component 5 is the bag slot)
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local currentBag = GetPedDrawableVariation(ped, 5)
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local currentTexture = GetPedTextureVariation(ped, 5)
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print("Current bag: Drawable=" .. currentBag .. ", Texture=" .. currentTexture)
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-- Check if this bag ID is in our config
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if Config.Backpacks[currentBag] then
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return currentBag
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-- If we need to check for specific textures as well
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if Config.Backpacks[currentBag].textures then
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if Config.Backpacks[currentBag].textures[currentTexture] then
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return currentBag, currentTexture
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end
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else
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-- If we don't care about texture, just return the drawable
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return currentBag, currentTexture
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end
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end
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return nil
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return nil, nil
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end
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-- Open backpack inventory command
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RegisterCommand('openbackpack', function()
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local backpackId = CheckForBackpack()
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local backpackId, textureId = CheckForBackpack()
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if backpackId then
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local citizenId = QBCore.Functions.GetPlayerData().citizenid
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local backpackStashId = "backpack_" .. citizenId .. "_" .. backpackId
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local backpackStashId = "backpack_" .. citizenId .. "_" .. backpackId .. "_" .. textureId
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TriggerServerEvent('backpack:server:openInventory', backpackStashId, backpackId)
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TriggerServerEvent('backpack:server:openInventory', backpackStashId, backpackId, textureId)
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else
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lib.notify(Config.Notifications.noBackpack)
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end
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@ -32,39 +86,42 @@ end, false)
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-- Register key binding
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RegisterKeyMapping('openbackpack', 'Open Backpack Inventory', 'keyboard', Config.BackpackKey)
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-- Listen for inventory open event to check if we should show backpack
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-- Listen for inventory open event
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RegisterNetEvent('inventory:client:OpenInventory', function()
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-- Small delay to let the main inventory open first
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Citizen.Wait(100)
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-- Check if player has a backpack and automatically show the backpack tab
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local backpackId = CheckForBackpack()
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-- Check if player has a backpack
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local backpackId, textureId = CheckForBackpack()
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if backpackId then
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local citizenId = QBCore.Functions.GetPlayerData().citizenid
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local backpackStashId = "backpack_" .. citizenId .. "_" .. backpackId
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local backpackStashId = "backpack_" .. citizenId .. "_" .. backpackId .. "_" .. textureId
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TriggerServerEvent('backpack:server:openInventory', backpackStashId, backpackId)
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-- Small delay to let the main inventory open first
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Citizen.Wait(100)
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TriggerServerEvent('backpack:server:openInventory', backpackStashId, backpackId, textureId)
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end
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end)
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-- Monitor for clothing changes to update backpack status
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Citizen.CreateThread(function()
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local lastBackpack = nil
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local lastTexture = nil
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while true do
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Citizen.Wait(1000) -- Check every second
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local currentBackpack = CheckForBackpack()
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local currentBackpack, currentTexture = CheckForBackpack()
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-- If backpack status changed
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if currentBackpack ~= lastBackpack then
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if currentBackpack ~= lastBackpack or currentTexture ~= lastTexture then
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lastBackpack = currentBackpack
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lastTexture = currentTexture
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-- If player removed a backpack, we could add additional logic here
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if not currentBackpack then
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-- Player removed backpack
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print("Backpack removed")
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else
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-- Player equipped backpack
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print("Backpack equipped: " .. currentBackpack .. " with texture " .. currentTexture)
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end
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end
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end
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@ -73,4 +130,27 @@ end)
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-- Initialize when player loads
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RegisterNetEvent('QBCore:Client:OnPlayerLoaded', function()
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-- Nothing needed here, backpack will be checked when inventory is opened
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Citizen.Wait(1000) -- Wait a bit for player data to be ready
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local backpackId, textureId = CheckForBackpack()
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if backpackId then
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print("Player loaded with backpack: " .. backpackId .. " texture: " .. textureId)
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else
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print("Player loaded without backpack")
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end
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end)
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-- Event for checking backpack info
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RegisterNetEvent('backpack:client:checkBackpack', function()
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local backpackId, textureId = CheckForBackpack()
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TriggerServerEvent('backpack:server:showBackpackInfo', backpackId, textureId)
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end)
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-- Event for listing all clothing (debug)
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RegisterNetEvent('backpack:client:listClothing', function()
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PrintAllClothingComponents()
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lib.notify({
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title = 'Debug',
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description = 'Clothing components printed to console',
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type = 'info'
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})
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end)
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