forked from Simnation/Main
ed
This commit is contained in:
parent
510e3ffcf2
commit
f43cf424cf
305 changed files with 34683 additions and 0 deletions
|
@ -0,0 +1,150 @@
|
|||
---@diagnostic disable: duplicate-set-field
|
||||
Clothing = Clothing or {}
|
||||
|
||||
ClothingBackup = {}
|
||||
Callback = Callback or Require("lib/utility/shared/callbacks.lua")
|
||||
Ultility = Utility or Require('lib/utility/client/utility.lua')
|
||||
Cache = Cache or Require('lib/cache/shared/cache.lua')
|
||||
|
||||
|
||||
function Clothing.IsMale()
|
||||
local ped = PlayerPedId()
|
||||
if not ped then return end
|
||||
if GetEntityModel(ped) == `mp_m_freemode_01` then
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
---Get the skin data of a ped
|
||||
---@param entity number
|
||||
---@return table
|
||||
function Clothing.GetAppearance(entity)
|
||||
if not entity and not DoesEntityExist(entity) then return end
|
||||
local model = GetEntityModel(entity)
|
||||
local skinData = { model = model, components = {}, props = {} }
|
||||
for i = 0, 11 do
|
||||
table.insert(skinData.components,
|
||||
{ component_id = i, drawable = GetPedDrawableVariation(entity, i), texture = GetPedTextureVariation(entity, i) })
|
||||
end
|
||||
for i = 0, 13 do
|
||||
table.insert(skinData.props,
|
||||
{ prop_id = i, drawable = GetPedPropIndex(entity, i), texture = GetPedPropTextureIndex(entity, i) })
|
||||
end
|
||||
return skinData
|
||||
end
|
||||
|
||||
function Clothing.CopyAppearanceToClipboard()
|
||||
local ped = PlayerPedId()
|
||||
if not ped or not DoesEntityExist(ped) then return end
|
||||
local skinData = Clothing.GetAppearance(ped)
|
||||
if not skinData then return end
|
||||
Ultility.CopyToClipboard(skinData)
|
||||
end
|
||||
|
||||
Callback.Register('community_bridge:cb:GetAppearance', function()
|
||||
local ped = PlayerPedId()
|
||||
if not ped or not DoesEntityExist(ped) then return end
|
||||
local skinData = Clothing.GetAppearance(ped)
|
||||
return skinData
|
||||
end)
|
||||
|
||||
---Apply skin data to a ped
|
||||
---@param entity number
|
||||
---@param skinData table
|
||||
---@return boolean
|
||||
function Clothing.SetAppearance(entity, skinData)
|
||||
for k, v in pairs(skinData.components or {}) do
|
||||
if v.component_id then
|
||||
SetPedComponentVariation(entity, v.component_id, v.drawable, v.texture, 0)
|
||||
end
|
||||
end
|
||||
for k, v in pairs(skinData.props or {}) do
|
||||
if v.prop_id then
|
||||
SetPedPropIndex(entity, v.prop_id, v.drawable, v.texture, 0)
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
---This will return the peds components to the previously stored components
|
||||
---@return boolean
|
||||
Clothing.RestoreAppearance = function(entity)
|
||||
Clothing.SetAppearance(entity, ClothingBackup)
|
||||
return true
|
||||
end
|
||||
|
||||
Clothing.UpdateAppearanceBackup = function(data)
|
||||
ClothingBackup = data
|
||||
end
|
||||
|
||||
Clothing.RunningDebug = false
|
||||
Clothing.Cache = nil -- maybe change this to the actual cache system???!? For future not lazy me
|
||||
|
||||
Cache.Create('Clothing', function()
|
||||
local ped = Cache.Get('Ped')
|
||||
local appearance = Clothing.GetAppearance(ped)
|
||||
if Table.Compare(Clothing.Cache, appearance) then
|
||||
return false
|
||||
end
|
||||
return appearance
|
||||
end, 1000)
|
||||
|
||||
local onChange = nil
|
||||
Clothing.ToggleDebugging = function()
|
||||
if Clothing.RunningDebug then
|
||||
Clothing.RunningDebug = false
|
||||
print("Clothing Debugging Disabled")
|
||||
return Cache.RemoveOnChange('Clothing', onChange)
|
||||
end
|
||||
Clothing.RunningDebug = true
|
||||
print("Clothing Debugging Enabled")
|
||||
|
||||
if Clothing.OpenMenu then
|
||||
Clothing.OpenMenu()
|
||||
end
|
||||
|
||||
onChange = Cache.OnChange('Clothing', function(new, old)
|
||||
print("Clothing Debugging", new)
|
||||
for k, v in pairs(old.components) do
|
||||
if v.component_id then
|
||||
if new.components[k].drawable ~= v.drawable or new.components[k].texture ~= v.texture then
|
||||
print("Component ID: " ..
|
||||
v.component_id ..
|
||||
" Drawable: " .. new.components[k].drawable .. " Texture: " .. new.components[k].texture)
|
||||
end
|
||||
end
|
||||
end
|
||||
for k, v in pairs(old.props) do
|
||||
if v.prop_id then
|
||||
if new.props[k].drawable ~= v.drawable or new.props[k].texture ~= v.texture then
|
||||
print("Prop ID: " ..
|
||||
v.prop_id .. " Drawable: " .. new.props[k].drawable .. " Texture: " .. new.props[k].texture)
|
||||
end
|
||||
end
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
RegisterNetEvent('community_bridge:client:SetAppearance', function(data)
|
||||
Clothing.SetAppearance(PlayerPedId(), data)
|
||||
end)
|
||||
|
||||
RegisterNetEvent('community_bridge:client:GetAppearance', function()
|
||||
Clothing.GetAppearance(PlayerPedId())
|
||||
end)
|
||||
|
||||
RegisterNetEvent('community_bridge:client:RestoreAppearance', function()
|
||||
Clothing.RestoreAppearance(PlayerPedId())
|
||||
end)
|
||||
|
||||
-- RegisterCommand("clothing:enabledebug", function(source, args, rawCommand)
|
||||
-- Clothing.ToggleDebugging()
|
||||
-- end)
|
||||
|
||||
-- RegisterCommand("clothing:copy", function(source, args, rawCommand)
|
||||
-- Clothing.CopyAppearanceToClipboard()
|
||||
-- end)
|
||||
|
||||
|
||||
return Clothing
|
Loading…
Add table
Add a link
Reference in a new issue