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Main/resources/[inventory]/nordi_backpack/client.lua
2025-07-30 01:31:07 +02:00

156 lines
5.4 KiB
Lua

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