Main/resources/[jobs]/[weapons]/force-sling/server/main.lua

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local positions = {}
local presets = {}
local positionsFile = 'positions.json'
local presetsFile = 'presets.json'
-- Load saved positions from JSON file
local function LoadPositions()
local file = LoadResourceFile(GetCurrentResourceName(), 'json/' .. positionsFile)
if file then
positions = json.decode(file) or {}
end
end
-- Load saved presets from JSON file
local function LoadPresets()
local file = LoadResourceFile(GetCurrentResourceName(), 'json/' .. presetsFile)
if file then
presets = json.decode(file) or {}
end
end
-- Save positions to JSON file
local function SavePositions()
SaveResourceFile(GetCurrentResourceName(), 'json/' .. positionsFile, json.encode(positions), -1)
end
-- Save presets to JSON file
local function SavePresets()
SaveResourceFile(GetCurrentResourceName(), 'json/' .. presetsFile, json.encode(presets), -1)
end
-- Load data when resource starts
CreateThread(function()
LoadPositions()
LoadPresets()
end)
-- Weapon sync
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local attachedWeapons = {}
RegisterNetEvent('force-sling:server:syncWeapons')
AddEventHandler('force-sling:server:syncWeapons', function(weaponData, action)
local src = source
if action == 'attach' then
attachedWeapons[src] = attachedWeapons[src] or {}
attachedWeapons[src][weaponData.weaponName] = weaponData
elseif action == 'detach' then
if attachedWeapons[src] then
attachedWeapons[src][weaponData.weaponName] = nil
end
end
TriggerClientEvent('force-sling:client:syncWeapons', -1, src, weaponData, action)
end)
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-- Callbacks
lib.callback.register('force-sling:callback:getCachedPositions', function(source)
return positions
end)
lib.callback.register('force-sling:callback:getCachedPresets', function(source)
return presets
end)
lib.callback.register('force-sling:callback:isPlayerAdmin', function(source)
local src = source
-- Add your admin check logic here
-- Example for QBCore:
-- local Player = QBCore.Functions.GetPlayer(src)
-- return Player.PlayerData.admin or false
-- For testing, returning true
return {isAdmin = true}
end)
lib.callback.register('force-sling:callback:resetWeaponPositions', function(source, weapon)
local src = source
if weapon then
positions[weapon] = nil
else
positions = {}
end
SavePositions()
return positions
end)
RegisterNetEvent('force-sling:server:saveWeaponPosition')
AddEventHandler('force-sling:server:saveWeaponPosition', function(position, rotation, weapon, weaponName, boneId, isPreset)
local src = source
local data = {
coords = position,
rot = rotation,
boneId = boneId
}
if isPreset then
presets[weaponName] = data
SavePresets()
else
positions[weaponName] = data
SavePositions()
end
end)
-- Cleanup on player drop
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AddEventHandler('playerDropped', function()
local src = source
if attachedWeapons[src] then
TriggerClientEvent('force-sling:client:cleanupPlayerWeapons', -1, src)
attachedWeapons[src] = nil
end
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end)