forked from Simnation/Main
131 lines
3.8 KiB
Lua
131 lines
3.8 KiB
Lua
local QBCore = exports['qb-core']:GetCoreObject()
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local savedLocation = nil
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local function DebugPrint(msg)
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print("^3[RELOG-CLIENT] ^7" .. msg)
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end
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RegisterCommand("relog", function()
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local ped = PlayerPedId()
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local coords = GetEntityCoords(ped)
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local heading = GetEntityHeading(ped)
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local playerData = QBCore.Functions.GetPlayerData()
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if not playerData or not playerData.citizenid then
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QBCore.Functions.Notify("Fehler beim Abrufen der Spielerdaten", "error")
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DebugPrint("Fehler: Keine Spielerdaten verfügbar")
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return
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end
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local cid = playerData.citizenid
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DebugPrint("Relog gestartet für CID: " .. cid)
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if IsPedInAnyVehicle(ped, false) then
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QBCore.Functions.Notify("Du kannst nicht im Fahrzeug relogen", "error")
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return
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end
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local posData = {
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x = coords.x,
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y = coords.y,
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z = coords.z
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}
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DebugPrint("Position wird gespeichert: X=" .. posData.x .. ", Y=" .. posData.y .. ", Z=" .. posData.z)
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TriggerServerEvent("qb-relogsave:server:saveLocation", cid, posData, heading)
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Wait(500)
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DebugPrint("Trigger um-multicharacter:client:chooseChar")
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TriggerEvent("um-multicharacter:client:chooseChar")
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end, false)
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RegisterNetEvent("qb-relogsave:client:restoreLocation", function(pos, heading)
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if not pos or not pos.x or not pos.y or not pos.z then
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DebugPrint("Ungültige Position empfangen")
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return
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end
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DebugPrint("Position empfangen: X=" .. pos.x .. ", Y=" .. pos.y .. ", Z=" .. pos.z)
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savedLocation = {
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pos = pos,
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heading = heading
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}
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end)
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local function CheckEvents()
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RegisterNetEvent("um-multicharacter:client:spawned", function()
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DebugPrint("Event 'um-multicharacter:client:spawned' ausgelöst")
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RestorePosition()
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end)
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RegisterNetEvent("um-multicharacter:client:playerSpawned", function()
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DebugPrint("Event 'um-multicharacter:client:playerSpawned' ausgelöst")
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RestorePosition()
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end)
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RegisterNetEvent("QBCore:Client:OnPlayerLoaded", function()
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DebugPrint("Event 'QBCore:Client:OnPlayerLoaded' ausgelöst")
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Wait(1000)
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RestorePosition()
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end)
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RegisterNetEvent("playerSpawned", function()
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DebugPrint("Event 'playerSpawned' ausgelöst")
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RestorePosition()
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end)
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end
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function RestorePosition()
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if savedLocation then
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DebugPrint("Versuche Position wiederherzustellen...")
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Wait(1000)
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DoScreenFadeOut(500)
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Wait(600)
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if savedLocation.pos and savedLocation.pos.x and savedLocation.pos.y and savedLocation.pos.z then
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DebugPrint("Teleportiere zu X=" .. savedLocation.pos.x .. ", Y=" .. savedLocation.pos.y .. ", Z=" .. savedLocation.pos.z)
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SetEntityCoords(PlayerPedId(), savedLocation.pos.x, savedLocation.pos.y, savedLocation.pos.z)
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SetEntityHeading(PlayerPedId(), savedLocation.heading)
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local ground, groundZ = GetGroundZFor_3dCoord(savedLocation.pos.x, savedLocation.pos.y, savedLocation.pos.z)
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if ground then
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SetEntityCoordsNoOffset(PlayerPedId(), savedLocation.pos.x, savedLocation.pos.y, groundZ + 1.0, false, false, false)
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end
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else
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DebugPrint("Fehler: Ungültige Position beim Wiederherstellen")
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end
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Wait(500)
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DoScreenFadeIn(500)
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savedLocation = nil
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DebugPrint("Position wiederhergestellt und gelöscht")
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else
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DebugPrint("Keine gespeicherte Position zum Wiederherstellen")
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end
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end
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Citizen.CreateThread(function()
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DebugPrint("Relog-System initialisiert")
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CheckEvents()
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end)
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