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Nordi98 2025-07-26 06:21:34 +02:00
parent b743002467
commit f192af7af6
3 changed files with 941 additions and 0 deletions

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local QBCore = exports['qb-core']:GetCoreObject()
local inTDM = false
local currentTeam = nil
local currentGameId = nil
local currentField = nil
local tdmBlip = nil
local teamZoneBlips = {}
local isHit = false
local activeGames = {}
-- Events
RegisterNetEvent('tdm:updateGamesList', function(games)
activeGames = games
end)
RegisterNetEvent('tdm:joinGame', function(gameId, team, fieldId)
currentGameId = gameId
currentTeam = team
currentField = fieldId
inTDM = true
isHit = false
local fieldConfig = Config.gameFields[fieldId]
-- Teleport zu Team Spawn
local spawnPoints = fieldConfig.teamSpawns[team]
local randomSpawn = spawnPoints[math.random(#spawnPoints)]
SetEntityCoords(PlayerPedId(), randomSpawn.x, randomSpawn.y, randomSpawn.z)
-- Team Maske setzen
setTeamMask(team)
-- Team Zone Blip erstellen
createTeamZoneBlip(team, fieldConfig)
lib.notify({
title = 'TeamDeathmatch',
description = 'Du bist dem Spiel beigetreten! Team: ' .. team,
type = 'success'
})
end)
RegisterNetEvent('tdm:leaveGame', function()
inTDM = false
currentTeam = nil
currentGameId = nil
currentField = nil
isHit = false
-- Zurück zur Lobby
SetEntityCoords(PlayerPedId(), Config.lobbyPos.x, Config.lobbyPos.y, Config.lobbyPos.z)
-- Maske entfernen
SetPedComponentVariation(PlayerPedId(), 1, 0, 0, 0)
-- Zone Blips entfernen
removeTeamZoneBlips()
lib.notify({
title = 'TeamDeathmatch',
description = 'Du hast das Spiel verlassen!',
type = 'error'
})
end)
RegisterNetEvent('tdm:joinRequest', function(gameId, playerName, playerId)
local alert = lib.alertDialog({
header = 'Join Anfrage',
content = playerName .. ' möchte deinem Spiel beitreten.\n\nErlauben?',
centered = true,
cancel = true,
labels = {
cancel = 'Ablehnen',
confirm = 'Erlauben'
}
})
if alert == 'confirm' then
TriggerServerEvent('tdm:approveJoinRequest', gameId, playerId, true)
else
TriggerServerEvent('tdm:approveJoinRequest', gameId, playerId, false)
end
end)
RegisterNetEvent('tdm:joinRequestResult', function(approved, gameName)
if approved then
lib.notify({
title = 'TeamDeathmatch',
description = 'Deine Anfrage wurde angenommen!',
type = 'success'
})
else
lib.notify({
title = 'TeamDeathmatch',
description = 'Deine Anfrage für "' .. gameName .. '" wurde abgelehnt!',
type = 'error'
})
end
end)
RegisterNetEvent('tdm:playerHit', function()
if not inTDM or isHit then return end
isHit = true
local ped = PlayerPedId()
-- Arme hochnehmen Animation
RequestAnimDict("random@mugging3")
while not HasAnimDictLoaded("random@mugging3") do
Wait(1)
end
TaskPlayAnim(ped, "random@mugging3", "handsup_standing_base", 8.0, -8.0, -1, 50, 0, false, false, false)
lib.notify({
title = 'TeamDeathmatch',
description = 'Du wurdest getroffen! Gehe zurück zu deiner Team Zone!',
type = 'error'
})
-- Zone Marker hervorheben
highlightTeamZone(currentTeam)
end)
RegisterNetEvent('tdm:updateScore', function(team1Score, team2Score)
lib.showTextUI('[Team 1: ' .. team1Score .. '] VS [Team 2: ' .. team2Score .. ']', {
position = "top-center",
icon = 'crosshairs'
})
end)
RegisterNetEvent('tdm:gameEnded', function(winnerTeam, team1Score, team2Score)
lib.hideTextUI()
local alert = lib.alertDialog({
header = 'Spiel beendet!',
content = 'Team ' .. winnerTeam .. ' hat gewonnen!\n\nTeam 1: ' .. team1Score .. '\nTeam 2: ' .. team2Score,
centered = true,
cancel = false
})
Wait(5000)
TriggerServerEvent('tdm:leaveGame')
end)
-- Funktionen
function setTeamMask(team)
local ped = PlayerPedId()
local maskData = Config.teamMasks[team]
if maskData then
SetPedComponentVariation(ped, maskData.component, maskData.drawable, maskData.texture, 0)
end
end
function createTeamZoneBlip(team, fieldConfig)
local zone = fieldConfig.teamZones[team]
local blip = AddBlipForRadius(zone.center.x, zone.center.y, zone.center.z, zone.radius)
SetBlipHighDetail(blip, true)
SetBlipColour(blip, team == 'team1' and 1 or 3)
SetBlipAlpha(blip, 128)
teamZoneBlips[team] = blip
end
function removeTeamZoneBlips()
for team, blip in pairs(teamZoneBlips) do
if DoesBlipExist(blip) then
RemoveBlip(blip)
end
end
teamZoneBlips = {}
end
function highlightTeamZone(team)
if teamZoneBlips[team] and DoesBlipExist(teamZoneBlips[team]) then
SetBlipFlashes(teamZoneBlips[team], true)
end
end
function openMainMenu()
TriggerServerEvent('tdm:requestGamesList')
Wait(100) -- Kurz warten für Server Response
local options = {
{
title = 'Neues Spiel erstellen',
description = 'Erstelle ein neues TeamDeathmatch Spiel',
icon = 'plus',
onSelect = function()
openCreateGameMenu()
end
},
{
title = 'Spiel beitreten',
description = 'Trete einem laufenden Spiel bei',
icon = 'users',
onSelect = function()
openJoinGameMenu()
end
}
}
if inTDM then
table.insert(options, {
title = 'Aktuelles Spiel verlassen',
description = 'Verlasse das laufende Spiel',
icon = 'door-open',
iconColor = 'red',
onSelect = function()
TriggerServerEvent('tdm:leaveGame')
end
})
end
lib.registerContext({
id = 'tdm_main_menu',
title = 'TeamDeathmatch',
options = options
})
lib.showContext('tdm_main_menu')
end
function openCreateGameMenu()
local fieldOptions = {}
-- Spielfelder zu Options hinzufügen
for fieldId, fieldData in pairs(Config.gameFields) do
table.insert(fieldOptions, {
value = fieldId,
label = fieldData.name .. ' (Max: ' .. fieldData.maxPlayers .. ')'
})
end
local input = lib.inputDialog('Neues Spiel erstellen', {
{
type = 'input',
label = 'Spiel Name',
description = 'Gib deinem Spiel einen Namen',
required = true,
max = 30
},
{
type = 'select',
label = 'Spielfeld',
description = 'Wähle ein Spielfeld',
required = true,
options = fieldOptions
},
{
type = 'select',
label = 'Spiel Typ',
description = 'Wähle den Spiel Typ',
required = true,
options = {
{value = 'public', label = 'Öffentlich (Jeder kann beitreten)'},
{value = 'private', label = 'Privat (Nur mit Genehmigung)'}
}
},
{
type = 'input',
label = 'Passwort (Optional)',
description = 'Passwort für das Spiel (leer lassen für kein Passwort)',
password = true
}
})
if not input then return end
local gameName = input[1]
local fieldId = input[2]
local gameType = input[3] -- 'public' oder 'private'
local password = input[4] and input[4] ~= '' and input[4] or nil
if gameName and fieldId and gameType then
TriggerServerEvent('tdm:createGame', gameName, fieldId, gameType, password)
end
end
function openJoinGameMenu()
TriggerServerEvent('tdm:requestGamesList')
Wait(200)
local options = {}
for gameId, gameData in pairs(activeGames) do
local playerCount = #gameData.team1 + #gameData.team2
local maxPlayers = Config.gameFields[gameData.fieldId].maxPlayers
local fieldName = Config.gameFields[gameData.fieldId].name
local statusText = gameData.status == 'waiting' and 'Wartend' or 'Läuft'
local typeText = gameData.gameType == 'public' and '🌐 Öffentlich' or '🔒 Privat'
local passwordIcon = gameData.hasPassword and ' 🔑' or ''
table.insert(options, {
title = gameData.name .. passwordIcon,
description = typeText .. ' | Feld: ' .. fieldName .. ' | Spieler: ' .. playerCount .. '/' .. maxPlayers .. ' | Status: ' .. statusText,
icon = gameData.gameType == 'public' and 'globe' or 'lock',
iconColor = gameData.gameType == 'public' and 'green' or 'orange',
args = {
gameId = gameId,
hasPassword = gameData.hasPassword,
gameType = gameData.gameType
},
onSelect = function(args)
if args.hasPassword then
local input = lib.inputDialog('Passwort eingeben', {
{
type = 'input',
label = 'Passwort',
description = 'Gib das Spiel-Passwort ein',
required = true,
password = true
}
})
if input and input[1] then
TriggerServerEvent('tdm:requestJoinGame', args.gameId, input[1])
end
else
TriggerServerEvent('tdm:requestJoinGame', args.gameId)
end
end
})
end
if #options == 0 then
table.insert(options, {
title = 'Keine Spiele verfügbar',
description = 'Erstelle ein neues Spiel',
icon = 'info',
disabled = true
})
end
lib.registerContext({
id = 'tdm_join_menu',
title = 'Spiel beitreten',
menu = 'tdm_main_menu',
options = options
})
lib.showContext('tdm_join_menu')
end
-- Zone Checker Thread
CreateThread(function()
while true do
Wait(500)
if inTDM and isHit and currentTeam and currentField then
local ped = PlayerPedId()
local playerPos = GetEntityCoords(ped)
local zone = Config.gameFields[currentField].teamZones[currentTeam]
local distance = #(playerPos - zone.center)
if distance <= zone.radius then
isHit = false
ClearPedTasks(ped)
if teamZoneBlips[currentTeam] and DoesBlipExist(teamZoneBlips[currentTeam]) then
SetBlipFlashes(teamZoneBlips[currentTeam], false)
end
lib.notify({
title = 'TeamDeathmatch',
description = 'Du bist wieder im Spiel!',
type = 'success'
})
end
end
end
end)
-- Zone Marker Renderer
CreateThread(function()
while true do
Wait(0)
if inTDM and currentTeam and currentField then
local zone = Config.gameFields[currentField].teamZones[currentTeam]
local color = zone.color
DrawMarker(
1,
zone.center.x, zone.center.y, zone.center.z - 1.0,
0.0, 0.0, 0.0,
0.0, 0.0, 0.0,
zone.radius * 2, zone.radius * 2, 1.0,
color.r, color.g, color.b, color.a,
false, true, 2, false, nil, nil, false
)
if isHit then
DrawMarker(
2,
zone.center.x, zone.center.y, zone.center.z + 5.0,
0.0, 0.0, 0.0,
0.0, 0.0, 0.0,
1.0, 1.0, 1.0,
255, 255, 0, 200,
true, true, 2, false, nil, nil, false
)
end
else
Wait(1000)
end
end
end)
-- Damage Handler
CreateThread(function()
while true do
Wait(100)
if inTDM and not isHit then
local ped = PlayerPedId()
if HasEntityBeenDamagedByAnyPed(ped) then
ClearEntityLastDamageEntity(ped)
TriggerEvent('tdm:playerHit')
TriggerServerEvent('tdm:playerWasHit', currentGameId, currentTeam)
end
end
end
end)
-- Death Handler
CreateThread(function()
while true do
Wait(1000)
if inTDM then
local ped = PlayerPedId()
if IsEntityDead(ped) then
TriggerServerEvent('tdm:playerDied', currentGameId)
lib.notify({
title = 'TeamDeathmatch',
description = 'Du bist ausgeschieden!',
type = 'error'
})
Wait(3000)
TriggerServerEvent('tdm:leaveGame')
end
end
end
end)
-- NPC Setup
CreateThread(function()
-- Blip erstellen
tdmBlip = AddBlipForCoord(Config.lobbyPos.x, Config.lobbyPos.y, Config.lobbyPos.z)
SetBlipSprite(tdmBlip, 432)
SetBlipDisplay(tdmBlip, 4)
SetBlipScale(tdmBlip, 0.8)
SetBlipColour(tdmBlip, 1)
SetBlipAsShortRange(tdmBlip, true)
BeginTextCommandSetBlipName("STRING")
AddTextComponentString("TeamDeathmatch")
EndTextCommandSetBlipName(tdmBlip)
-- NPC erstellen
RequestModel(GetHashKey(Config.gameNPC.model))
while not HasModelLoaded(GetHashKey(Config.gameNPC.model)) do
Wait(1)
end
local npc = CreatePed(4, GetHashKey(Config.gameNPC.model), Config.gameNPC.coords.x, Config.gameNPC.coords.y, Config.gameNPC.coords.z, Config.gameNPC.coords.w, false, true)
SetEntityInvincible(npc, true)
FreezeEntityPosition(npc, true)
SetBlockingOfNonTemporaryEvents(npc, true)
end)
-- Target für NPC
exports['qb-target']:AddTargetModel(Config.gameNPC.model, {
options = {
{
type = "client",
event = "tdm:openMainMenu",
icon = "fas fa-crosshairs",
label = "TeamDeathmatch",
},
},
distance = 2.5
})
RegisterNetEvent('tdm:openMainMenu', function()
openMainMenu()
end)

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Config = {}
-- Lobby Position
Config.lobbyPos = vector3(-1042.4, -2745.8, 21.4)
-- NPC für Game Management
Config.gameNPC = {
model = 's_m_y_cop_01',
coords = vector4(-1042.4, -2745.8, 20.4, 0.0)
}
-- Spielfelder Konfiguration
Config.gameFields = {
field1 = {
name = "Arena 1",
maxPlayers = 20,
-- Team Spawn Punkte
teamSpawns = {
team1 = {
vector3(-1000.0, -2700.0, 25.0),
vector3(-1005.0, -2705.0, 25.0),
vector3(-995.0, -2695.0, 25.0)
},
team2 = {
vector3(-1100.0, -2800.0, 25.0),
vector3(-1105.0, -2805.0, 25.0),
vector3(-1095.0, -2795.0, 25.0)
}
},
-- Team Lager Zonen (Kreismarker)
teamZones = {
team1 = {
center = vector3(-980.0, -2680.0, 25.0),
radius = 10.0,
color = {r = 255, g = 0, b = 0, a = 100}
},
team2 = {
center = vector3(-1120.0, -2820.0, 25.0),
radius = 10.0,
color = {r = 0, g = 0, b = 255, a = 100}
}
}
},
field2 = {
name = "Arena 2",
maxPlayers = 16,
teamSpawns = {
team1 = {
vector3(-2000.0, -2700.0, 25.0),
vector3(-2005.0, -2705.0, 25.0),
vector3(-1995.0, -2695.0, 25.0)
},
team2 = {
vector3(-2100.0, -2800.0, 25.0),
vector3(-2105.0, -2805.0, 25.0),
vector3(-2095.0, -2795.0, 25.0)
}
},
teamZones = {
team1 = {
center = vector3(-1980.0, -2680.0, 25.0),
radius = 10.0,
color = {r = 255, g = 0, b = 0, a = 100}
},
team2 = {
center = vector3(-2120.0, -2820.0, 25.0),
radius = 10.0,
color = {r = 0, g = 0, b = 255, a = 100}
}
}
}
}
-- Team Masken
Config.teamMasks = {
team1 = {
component = 1,
drawable = 52,
texture = 0
},
team2 = {
component = 1,
drawable = 54,
texture = 0
}
}
-- Game Settings
Config.maxGameTime = 600 -- 10 Minuten
Config.maxHits = 30 -- Spiel endet bei 30 Treffern

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local QBCore = exports['qb-core']:GetCoreObject()
-- Game Management
local activeGames = {}
local gameIdCounter = 1
-- Events
RegisterNetEvent('tdm:createGame', function(gameName, fieldId, gameType, password)
local src = source
local Player = QBCore.Functions.GetPlayer(src)
if not Player then return end
-- Prüfen ob Spielfeld bereits belegt
for gameId, gameData in pairs(activeGames) do
if gameData.fieldId == fieldId then
TriggerClientEvent('QBCore:Notify', src, 'Dieses Spielfeld ist bereits belegt!', 'error')
return
end
end
local gameId = 'game_' .. gameIdCounter
gameIdCounter = gameIdCounter + 1
activeGames[gameId] = {
id = gameId,
name = gameName,
fieldId = fieldId,
admin = src,
adminName = Player.PlayerData.charinfo.firstname .. ' ' .. Player.PlayerData.charinfo.lastname,
gameType = gameType, -- 'public' oder 'private'
password = password,
hasPassword = password ~= nil,
status = 'waiting', -- waiting, active, finished
team1 = {},
team2 = {},
score = {team1 = 0, team2 = 0},
startTime = nil,
maxTime = Config.maxGameTime,
maxHits = Config.maxHits
}
local typeText = gameType == 'public' and 'öffentliches' or 'privates'
TriggerClientEvent('QBCore:Notify', src, 'Dein ' .. typeText .. ' Spiel "' .. gameName .. '" wurde erstellt!', 'success')
-- Games Liste an alle senden
updateGamesListForAll()
end)
RegisterNetEvent('tdm:requestJoinGame', function(gameId, password)
local src = source
local Player = QBCore.Functions.GetPlayer(src)
if not Player or not activeGames[gameId] then return end
local game = activeGames[gameId]
local playerName = Player.PlayerData.charinfo.firstname .. ' ' .. Player.PlayerData.charinfo.lastname
-- Passwort prüfen falls vorhanden
if game.hasPassword and game.password ~= password then
TriggerClientEvent('QBCore:Notify', src, 'Falsches Passwort!', 'error')
return
end
-- Spieler bereits im Spiel?
for _, playerId in ipairs(game.team1) do
if playerId == src then
TriggerClientEvent('QBCore:Notify', src, 'Du bist bereits in diesem Spiel!', 'error')
return
end
end
for _, playerId in ipairs(game.team2) do
if playerId == src then
TriggerClientEvent('QBCore:Notify', src, 'Du bist bereits in diesem Spiel!', 'error')
return
end
end
-- Max Spieler erreicht?
local currentPlayers = #game.team1 + #game.team2
local maxPlayers = Config.gameFields[game.fieldId].maxPlayers
if currentPlayers >= maxPlayers then
TriggerClientEvent('QBCore:Notify', src, 'Spiel ist voll!', 'error')
return
end
-- Prüfen ob Admin online ist (für private Spiele)
if game.gameType == 'private' then
local AdminPlayer = QBCore.Functions.GetPlayer(game.admin)
if not AdminPlayer then
TriggerClientEvent('QBCore:Notify', src, 'Der Spiel-Admin ist nicht online!', 'error')
return
end
end
-- Join Logic basierend auf Spiel Typ
if game.gameType == 'public' then
-- Öffentliches Spiel - automatisch beitreten
joinPlayerToGame(src, gameId)
TriggerClientEvent('QBCore:Notify', src, 'Du bist dem öffentlichen Spiel beigetreten!', 'success')
else
-- Privates Spiel - Join Request an Admin senden
TriggerClientEvent('tdm:joinRequest', game.admin, gameId, playerName, src)
TriggerClientEvent('QBCore:Notify', src, 'Join-Anfrage gesendet an ' .. game.adminName, 'info')
end
end)
RegisterNetEvent('tdm:approveJoinRequest', function(gameId, playerId, approved)
local src = source
local game = activeGames[gameId]
if not game or game.admin ~= src then return end
if approved then
joinPlayerToGame(playerId, gameId)
TriggerClientEvent('tdm:joinRequestResult', playerId, true, game.name)
else
TriggerClientEvent('tdm:joinRequestResult', playerId, false, game.name)
end
end)
RegisterNetEvent('tdm:leaveGame', function()
local src = source
-- Spieler aus allen Spielen entfernen
for gameId, game in pairs(activeGames) do
removePlayerFromGame(src, gameId)
end
TriggerClientEvent('tdm:leaveGame', src)
end)
RegisterNetEvent('tdm:playerWasHit', function(gameId, victimTeam)
local src = source
local game = activeGames[gameId]
if not game then return end
-- Punkt für das andere Team
local scoringTeam = victimTeam == 'team1' and 'team2' or 'team1'
game.score[scoringTeam] = game.score[scoringTeam] + 1
-- Score Update an alle Spieler
updateScoreForGame(gameId)
-- Prüfen ob Spiel gewonnen
if game.score[scoringTeam] >= game.maxHits then
endGame(gameId, scoringTeam)
end
end)
RegisterNetEvent('tdm:playerDied', function(gameId)
local src = source
removePlayerFromGame(src, gameId)
checkGameEnd(gameId)
end)
-- Funktionen
function joinPlayerToGame(playerId, gameId)
local game = activeGames[gameId]
if not game then return end
-- Team mit weniger Spielern wählen
local team = #game.team1 <= #game.team2 and 'team1' or 'team2'
table.insert(game[team], playerId)
TriggerClientEvent('tdm:joinGame', playerId, gameId, team, game.fieldId)
-- Spiel starten wenn genug Spieler
checkGameStart(gameId)
updateGamesListForAll()
updateScoreForGame(gameId)
end
function removePlayerFromGame(playerId, gameId)
local game = activeGames[gameId]
if not game then return end
-- Aus Team 1 entfernen
for i, id in ipairs(game.team1) do
if id == playerId then
table.remove(game.team1, i)
break
end
end
-- Aus Team 2 entfernen
for i, id in ipairs(game.team2) do
if id == playerId then
table.remove(game.team2, i)
break
end
end
-- Wenn Admin das Spiel verlässt, Spiel beenden
if game.admin == playerId then
endGame(gameId, nil, 'Admin hat das Spiel verlassen')
return
end
checkGameEnd(gameId)
updateGamesListForAll()
end
function checkGameStart(gameId)
local game = activeGames[gameId]
if not game then return end
local totalPlayers = #game.team1 + #game.team2
if totalPlayers >= 2 and game.status == 'waiting' then
startGame(gameId)
end
end
function startGame(gameId)
local game = activeGames[gameId]
if not game then return end
game.status = 'active'
game.startTime = os.time()
game.score = {team1 = 0, team2 = 0}
-- Nachricht an alle Spieler
for _, playerId in ipairs(game.team1) do
TriggerClientEvent('QBCore:Notify', playerId, 'Spiel gestartet!', 'success')
end
for _, playerId in ipairs(game.team2) do
TriggerClientEvent('QBCore:Notify', playerId, 'Spiel gestartet!', 'success')
end
updateScoreForGame(gameId)
updateGamesListForAll()
-- Game Timer
CreateThread(function()
while activeGames[gameId] and activeGames[gameId].status == 'active' do
Wait(1000)
local currentTime = os.time()
local elapsed = currentTime - game.startTime
if elapsed >= game.maxTime then
local winnerTeam = game.score.team1 > game.score.team2 and 'team1' or 'team2'
endGame(gameId, winnerTeam, 'Zeit abgelaufen')
break
end
end
end)
end
function endGame(gameId, winnerTeam, reason)
local game = activeGames[gameId]
if not game then return end
game.status = 'finished'
local message = reason or (winnerTeam and ('Team ' .. winnerTeam .. ' hat gewonnen!') or 'Spiel beendet')
-- Nachricht an alle Spieler
for _, playerId in ipairs(game.team1) do
if winnerTeam then
TriggerClientEvent('tdm:gameEnded', playerId, winnerTeam, game.score.team1, game.score.team2)
else
TriggerClientEvent('QBCore:Notify', playerId, message, 'error')
TriggerClientEvent('tdm:leaveGame', playerId)
end
end
for _, playerId in ipairs(game.team2) do
if winnerTeam then
TriggerClientEvent('tdm:gameEnded', playerId, winnerTeam, game.score.team1, game.score.team2)
else
TriggerClientEvent('QBCore:Notify', playerId, message, 'error')
TriggerClientEvent('tdm:leaveGame', playerId)
end
end
-- Spiel nach 15 Sekunden löschen
CreateThread(function()
Wait(15000)
activeGames[gameId] = nil
updateGamesListForAll()
end)
end
function checkGameEnd(gameId)
local game = activeGames[gameId]
if not game then return end
function checkGameEnd(gameId)
local game = activeGames[gameId]
if not game then return end
local totalPlayers = #game.team1 + #game.team2
if totalPlayers < 2 and game.status == 'active' then
endGame(gameId, nil, 'Zu wenig Spieler')
elseif totalPlayers == 0 then
-- Spiel löschen wenn keine Spieler mehr da sind
activeGames[gameId] = nil
updateGamesListForAll()
end
end
function updateScoreForGame(gameId)
local game = activeGames[gameId]
if not game then return end
-- Score an alle Spieler des Spiels senden
for _, playerId in ipairs(game.team1) do
TriggerClientEvent('tdm:updateScore', playerId, game.score.team1, game.score.team2)
end
for _, playerId in ipairs(game.team2) do
TriggerClientEvent('tdm:updateScore', playerId, game.score.team1, game.score.team2)
end
end
function updateGamesListForAll()
-- Games Liste an alle Spieler senden
local players = QBCore.Functions.GetPlayers()
for _, playerId in pairs(players) do
TriggerClientEvent('tdm:updateGamesList', playerId, activeGames)
end
end
-- Player Disconnect Handler
AddEventHandler('playerDropped', function()
local src = source
-- Spieler aus allen Spielen entfernen
for gameId, game in pairs(activeGames) do
removePlayerFromGame(src, gameId)
end
end)
-- Server Start - Games Liste leeren
AddEventHandler('onResourceStart', function(resourceName)
if GetCurrentResourceName() == resourceName then
activeGames = {}
gameIdCounter = 1
end
end)