diff --git a/resources/[jobs]/[weapons]/force-sling/.gitignore b/resources/[jobs]/[weapons]/force-sling/.gitignore
deleted file mode 100644
index 1ef5adbbf..000000000
--- a/resources/[jobs]/[weapons]/force-sling/.gitignore
+++ /dev/null
@@ -1,9 +0,0 @@
-# Ignore any IDE derived project configs
-.idea
-.vscode/*
-!.vscode/extensions.json
-!.vscode/settings.json
-/src/node_modules
-.vscode/*
-.vscode/settings.json
-.github/*
diff --git a/resources/[jobs]/[weapons]/force-sling/LICENSE b/resources/[jobs]/[weapons]/force-sling/LICENSE
deleted file mode 100644
index f288702d2..000000000
--- a/resources/[jobs]/[weapons]/force-sling/LICENSE
+++ /dev/null
@@ -1,674 +0,0 @@
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-THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
-GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
-USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
-DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
-PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
-EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
-SUCH DAMAGES.
-
- 17. Interpretation of Sections 15 and 16.
-
- If the disclaimer of warranty and limitation of liability provided
-above cannot be given local legal effect according to their terms,
-reviewing courts shall apply local law that most closely approximates
-an absolute waiver of all civil liability in connection with the
-Program, unless a warranty or assumption of liability accompanies a
-copy of the Program in return for a fee.
-
- END OF TERMS AND CONDITIONS
-
- How to Apply These Terms to Your New Programs
-
- If you develop a new program, and you want it to be of the greatest
-possible use to the public, the best way to achieve this is to make it
-free software which everyone can redistribute and change under these terms.
-
- To do so, attach the following notices to the program. It is safest
-to attach them to the start of each source file to most effectively
-state the exclusion of warranty; and each file should have at least
-the "copyright" line and a pointer to where the full notice is found.
-
-
- Copyright (C)
-
- This program is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
-
- You should have received a copy of the GNU General Public License
- along with this program. If not, see .
-
-Also add information on how to contact you by electronic and paper mail.
-
- If the program does terminal interaction, make it output a short
-notice like this when it starts in an interactive mode:
-
- Copyright (C)
- This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
- This is free software, and you are welcome to redistribute it
- under certain conditions; type `show c' for details.
-
-The hypothetical commands `show w' and `show c' should show the appropriate
-parts of the General Public License. Of course, your program's commands
-might be different; for a GUI interface, you would use an "about box".
-
- You should also get your employer (if you work as a programmer) or school,
-if any, to sign a "copyright disclaimer" for the program, if necessary.
-For more information on this, and how to apply and follow the GNU GPL, see
-.
-
- The GNU General Public License does not permit incorporating your program
-into proprietary programs. If your program is a subroutine library, you
-may consider it more useful to permit linking proprietary applications with
-the library. If this is what you want to do, use the GNU Lesser General
-Public License instead of this License. But first, please read
-.
diff --git a/resources/[jobs]/[weapons]/force-sling/client/custom/frameworks/custom.lua b/resources/[jobs]/[weapons]/force-sling/client/custom/frameworks/custom.lua
deleted file mode 100644
index ccfc2b641..000000000
--- a/resources/[jobs]/[weapons]/force-sling/client/custom/frameworks/custom.lua
+++ /dev/null
@@ -1,35 +0,0 @@
-if Config.Framework.name ~= "custom" then
- return;
-end
-
-Framework = {};
-
-function IsPlayerLoaded()
- return ESX.IsPlayerLoaded();
-end
-
-RegisterNetEvent("esx:addInventoryItem")
-AddEventHandler("esx:addInventoryItem", function(item)
- for k, v in pairs(Config.Weapons) do
- if item == k then
- Sling.cachedWeapons[item] = v
- Sling.cachedWeapons[item].attachments = Inventory:GetWeaponAttachment(item)
- break;
- end
- end
-end)
-
-RegisterNetEvent("esx:removeInventoryItem")
-AddEventHandler("esx:removeInventoryItem", function(item)
- for k, v in pairs(Config.Weapons) do
- if item == k then
- Sling.cachedWeapons[item] = nil
- if Sling.cachedAttachments[item] then
- if DoesEntityExist(Sling.cachedAttachments[item].obj) then
- DeleteEntity(Sling.cachedAttachments[item].obj)
- end
- end
- break;
- end
- end
-end)
diff --git a/resources/[jobs]/[weapons]/force-sling/client/custom/frameworks/esx.lua b/resources/[jobs]/[weapons]/force-sling/client/custom/frameworks/esx.lua
deleted file mode 100644
index aa1ed24e4..000000000
--- a/resources/[jobs]/[weapons]/force-sling/client/custom/frameworks/esx.lua
+++ /dev/null
@@ -1,45 +0,0 @@
-if Config.Framework.name ~= "esx" then
- return;
-end
-
-ESX = exports[(Config.Framework.resource == "auto" and "es_extended" or Config.Framework.resource)]:getSharedObject();
-
-Framework = {};
-
-function IsPlayerLoaded()
- return ESX.IsPlayerLoaded();
-end
-
-RegisterNetEvent("esx:addInventoryItem")
-AddEventHandler("esx:addInventoryItem", function(item)
- item = item:lower()
- for k, v in pairs(Config.Weapons) do
- if item == k then
- Sling.cachedWeapons[item] = v
- Sling.cachedWeapons[item].attachments = Inventory:GetWeaponAttachment(item)
- break;
- end
- end
-end)
-
-RegisterNetEvent("esx:removeInventoryItem")
-AddEventHandler("esx:removeInventoryItem", function(item)
- item = item:lower()
- for k, v in pairs(Config.Weapons) do
- k = k:lower()
- if item == k then
- if Sling.cachedAttachments[item] then
- if DoesEntityExist(Sling.cachedAttachments[item].obj) or DoesEntityExist(Sling.cachedAttachments[item].placeholder) then
- DeleteEntity(Sling.cachedAttachments[item].obj)
- NetworkUnregisterNetworkedEntity(Sling.cachedAttachments[item].obj)
- DeleteObject(Sling.cachedAttachments[item].obj)
- DetachEntity(Sling.cachedAttachments[item].placeholder, true, false)
- DeleteObject(Sling.cachedAttachments[item].placeholder)
- Sling.currentAttachedAmount = Sling.currentAttachedAmount - 1
- end
- end
- Sling.cachedWeapons[item] = nil
- break;
- end
- end
-end)
diff --git a/resources/[jobs]/[weapons]/force-sling/client/custom/frameworks/qb.lua b/resources/[jobs]/[weapons]/force-sling/client/custom/frameworks/qb.lua
deleted file mode 100644
index e4b614874..000000000
--- a/resources/[jobs]/[weapons]/force-sling/client/custom/frameworks/qb.lua
+++ /dev/null
@@ -1,61 +0,0 @@
-if Config.Framework.name ~= "qbcore" then
- return
-end
-
-QBCore = exports[(Config.Framework.resource == "auto" and "qb-core" or Config.Framework.resource)]:GetCoreObject()
-
-local isPlayerLoaded = false
-
-CreateThread(function()
- while not LocalPlayer.state.isLoggedIn and not isPlayerLoaded do
- Wait(100)
- end
- isPlayerLoaded = true
-
- local lower = string.lower
-
- while true do
- local xPlayer = QBCore.Functions.GetPlayerData()
- if not xPlayer or not xPlayer.items then
- Wait(1000)
- else
- local cachedItems = {}
- for _, v in pairs(xPlayer.items) do
- local itemName = lower(v.name)
- if Config.Weapons[itemName] then
- cachedItems[itemName] = true
- Sling.cachedWeapons[itemName] = Config.Weapons[itemName]
- Sling.cachedWeapons[itemName].attachments = Inventory:GetWeaponAttachment(itemName)
- end
- end
-
- for key, val in pairs(Config.Weapons) do
- local lowerKey = lower(key)
- if not cachedItems[lowerKey] then
- if Sling.cachedAttachments[lowerKey] then
- local attachment = Sling.cachedAttachments[lowerKey]
- if DoesEntityExist(attachment.obj) or DoesEntityExist(attachment.placeholder) then
- DeleteEntity(attachment.obj)
- NetworkUnregisterNetworkedEntity(attachment.obj)
- DeleteObject(attachment.obj)
- DetachEntity(attachment.placeholder, true, false)
- DeleteObject(attachment.placeholder)
- Sling.currentAttachedAmount = Sling.currentAttachedAmount - 1
- end
- end
- Sling.cachedWeapons[lowerKey] = nil
- end
- end
- Wait(1500)
- end
- end
-end)
-
-function IsPlayerLoaded()
- return isPlayerLoaded
-end
-
-RegisterNetEvent('QBCore:Client:OnPlayerLoaded')
-AddEventHandler('QBCore:Client:OnPlayerLoaded', function()
- isPlayerLoaded = true
-end)
diff --git a/resources/[jobs]/[weapons]/force-sling/client/custom/frameworks/qbx.lua b/resources/[jobs]/[weapons]/force-sling/client/custom/frameworks/qbx.lua
deleted file mode 100644
index 595a6532c..000000000
--- a/resources/[jobs]/[weapons]/force-sling/client/custom/frameworks/qbx.lua
+++ /dev/null
@@ -1,62 +0,0 @@
-if Config.Framework.name ~= "qbx" then
- return
-end
-
-local isPlayerLoaded = false
-
-CreateThread(function()
- while not LocalPlayer.state.isLoggedIn and not isPlayerLoaded do
- Wait(100)
- end
- isPlayerLoaded = true
-
- local cachedItems = {}
- local lower = string.lower
- local ConfigWeapons = Config.Weapons
- local SlingCachedWeapons = Sling.cachedWeapons
- local SlingCachedAttachments = Sling.cachedAttachments
-
- while true do
- local xPlayer = exports.qbx_core:GetPlayerData()
- if not xPlayer or not xPlayer.items then
- Wait(1000)
- else
- for _, v in pairs(xPlayer.items) do
- local itemName = lower(v.name)
- if ConfigWeapons[itemName] then
- cachedItems[itemName] = true
- SlingCachedWeapons[itemName] = ConfigWeapons[itemName]
- SlingCachedWeapons[itemName].attachments = Inventory:GetWeaponAttachment(itemName)
- end
- end
-
- for key, _ in pairs(ConfigWeapons) do
- local lowerKey = lower(key)
- if not cachedItems[lowerKey] then
- if SlingCachedAttachments[lowerKey] then
- local attachment = SlingCachedAttachments[lowerKey]
- if DoesEntityExist(attachment.obj) or DoesEntityExist(attachment.placeholder) then
- DeleteEntity(attachment.obj)
- NetworkUnregisterNetworkedEntity(attachment.obj)
- DeleteObject(attachment.obj)
- DetachEntity(attachment.placeholder, true, false)
- DeleteObject(attachment.placeholder)
- Sling.currentAttachedAmount = Sling.currentAttachedAmount - 1
- end
- end
- SlingCachedWeapons[lowerKey] = nil
- end
- end
- Wait(1500)
- end
- end
-end)
-
-function IsPlayerLoaded()
- return isPlayerLoaded
-end
-
-RegisterNetEvent('QBCore:Client:OnPlayerLoaded')
-AddEventHandler('QBCore:Client:OnPlayerLoaded', function()
- isPlayerLoaded = true
-end)
diff --git a/resources/[jobs]/[weapons]/force-sling/client/custom/inventory.lua b/resources/[jobs]/[weapons]/force-sling/client/custom/inventory.lua
deleted file mode 100644
index 41762c137..000000000
--- a/resources/[jobs]/[weapons]/force-sling/client/custom/inventory.lua
+++ /dev/null
@@ -1,16 +0,0 @@
-if Config.Inventory ~= "custom" then return end
-CustomInventory = {}
-
-function CustomInventory:GetWeapons()
- local weapons = {}
- local userInventory
-
- return weapons
-end
-
-function CustomInventory:GetWeaponAttachment(item)
- local components = {}
- local userInventory
-
- return components
-end
diff --git a/resources/[jobs]/[weapons]/force-sling/client/events.lua b/resources/[jobs]/[weapons]/force-sling/client/events.lua
deleted file mode 100644
index 2856ccc85..000000000
--- a/resources/[jobs]/[weapons]/force-sling/client/events.lua
+++ /dev/null
@@ -1,123 +0,0 @@
-local function cleanupEntities()
- local function safeDelete(entity)
- if DoesEntityExist(entity) then
- if IsEntityAttachedToAnyPed(entity) then
- DetachEntity(entity, true, true)
- end
- NetworkUnregisterNetworkedEntity(entity)
- DeleteObject(entity)
- SetEntityAsNoLongerNeeded(entity)
- return true
- end
- return false
- end
-
- if Sling then
- if Sling.object then
- safeDelete(Sling.object)
- Sling.object = nil
- end
-
- if Sling.cachedAttachments then
- for weaponName, attachment in pairs(Sling.cachedAttachments) do
- if attachment then
- safeDelete(attachment.obj)
- safeDelete(attachment.placeholder)
- Sling.cachedAttachments[weaponName] = nil
- end
- end
- end
-
- Sling.currentAttachedAmount = 0
- end
-
- for playerId, weapons in pairs(otherPlayersWeapons) do
- for weaponName, _ in pairs(weapons) do
- if Sling and Sling.cachedAttachments and Sling.cachedAttachments[weaponName] then
- safeDelete(Sling.cachedAttachments[weaponName].obj)
- safeDelete(Sling.cachedAttachments[weaponName].placeholder)
- end
- end
- otherPlayersWeapons[playerId] = nil
- end
-
- collectgarbage("collect")
-end
-
-CreateThread(function()
- while not Sling do
- Wait(100)
- end
-
- AddEventHandler('onResourceStart', function(resourceName)
- if resourceName == GetCurrentResourceName() then
- cleanupEntities()
- end
- end)
-
- RegisterNetEvent('QBCore:Client:OnPlayerLoaded')
- AddEventHandler('QBCore:Client:OnPlayerLoaded', function()
- cleanupEntities()
- end)
-
- AddEventHandler('onResourceStop', function(resourceName)
- if resourceName == GetCurrentResourceName() then
- cleanupEntities()
- end
- end)
-
- AddEventHandler('playerDropped', function()
- cleanupEntities()
- end)
-end)
-
-RegisterNetEvent('force-sling:client:syncWeapons')
-AddEventHandler('force-sling:client:syncWeapons', function(playerId, weaponData, action)
- if not Sling then return end
- if playerId == cache.serverId then return end
-
- if action == 'attach' then
- local targetPed = GetPlayerPed(GetPlayerFromServerId(playerId))
- if not targetPed or not DoesEntityExist(targetPed) then return end
-
- -- Erstelle einen eindeutigen Key für die Waffe des anderen Spielers
- local uniqueWeaponKey = 'player_' .. playerId .. '_' .. weaponData.weaponName
-
- otherPlayersWeapons[playerId] = otherPlayersWeapons[playerId] or {}
-
- if not otherPlayersWeapons[playerId][uniqueWeaponKey] then
- Utils:CreateAndAttachWeapon(
- uniqueWeaponKey,
- weaponData.weaponVal,
- weaponData.coords,
- targetPed,
- true -- Flag für andere Spieler
- )
- otherPlayersWeapons[playerId][uniqueWeaponKey] = true
- end
-
- elseif action == 'detach' then
- local uniqueWeaponKey = 'player_' .. playerId .. '_' .. weaponData.weaponName
- if otherPlayersWeapons[playerId] and otherPlayersWeapons[playerId][uniqueWeaponKey] then
- Utils:DeleteWeapon(uniqueWeaponKey)
- otherPlayersWeapons[playerId][uniqueWeaponKey] = nil
- end
- end
-end)
-
-
-RegisterNetEvent('force-sling:client:cleanupPlayerWeapons')
-AddEventHandler('force-sling:client:cleanupPlayerWeapons', function(playerId)
- if not Sling then return end
- if otherPlayersWeapons[playerId] then
- for weaponKey, _ in pairs(otherPlayersWeapons[playerId]) do
- Utils:DeleteWeapon(weaponKey)
- end
- otherPlayersWeapons[playerId] = nil
- end
-end)
-
-
-
-
-
diff --git a/resources/[jobs]/[weapons]/force-sling/client/functions.lua b/resources/[jobs]/[weapons]/force-sling/client/functions.lua
deleted file mode 100644
index c2a16e5e3..000000000
--- a/resources/[jobs]/[weapons]/force-sling/client/functions.lua
+++ /dev/null
@@ -1,388 +0,0 @@
-local POSITION_CLAMP = 0.2
-local DEFAULT_SPEED = 0.001
-local FAST_SPEED = 0.01
-DEFAULT_BONE = 24816
-
-Sling = {
- isPreset = false,
-
- cachedPositions = {},
- cachedPresets = {},
- cachedWeapons = {},
- cachedAttachments = {},
- currentAttachedAmount = 0,
-
- inPositioning = false,
- data = {
- object = nil,
- }
-}
-
-function Sling:SyncWeaponAttachment(weaponName, weaponVal, coords, action)
- local weaponData = {
- weaponName = weaponName,
- weaponVal = weaponVal,
- coords = coords
- }
- TriggerServerEvent('force-sling:server:syncWeapons', weaponData, action)
-end
-
-
-
-function Sling:InitMain()
- Debug("info", "Initializing main thread")
-
- Sling:InitSling()
- Sling:InitCommands()
-
- Debug("info", "Main thread initialized")
-end
-
-function Sling:InitSling()
- local libCallbackAwait = lib.callback.await
- Sling.cachedPositions = libCallbackAwait("force-sling:callback:getCachedPositions", false)
- Sling.cachedPresets = libCallbackAwait("force-sling:callback:getCachedPresets", false)
- Sling.cachedWeapons = Inventory:GetWeapons()
- Sling:WeaponThread()
-
- local function loadBoneOptions()
- local bones = {}
- for boneName, _ in pairs(Config.Bones) do
- table.insert(bones, boneName)
- end
- return bones
- end
-
- local function loadWeaponOptions()
- local weapons = {}
- for weaponName, _ in pairs(Config.Weapons) do
- table.insert(weapons, weaponName)
- end
- return weapons
- end
-
- local bones = loadBoneOptions()
- local weapons = loadWeaponOptions()
-
- local selectData = {
- boneId = DEFAULT_BONE,
- weapon = `w_pi_pistol50`,
- weaponName = "weapon_pistol50"
- }
-
- lib.registerMenu({
- id = 'sling_select',
- title = locale("slingConfig"),
- position = 'top-right',
- onSideScroll = function(selected, scrollIndex, args)
- if selected == 1 then
- selectData.boneId = Config.Bones[args[scrollIndex]]
- elseif selected == 2 then
- local weapon = Config.Weapons[args[scrollIndex]]
- selectData.weapon = weapon.model
- selectData.weaponName = args[scrollIndex]
- end
- end,
- onSelected = function(selected, secondary, args)
- end,
- onClose = function(keyPressed)
- Sling.inPositioning = false
- end,
- options = {
- { label = 'Bone', values = bones, args = bones },
- { label = 'Weapon', values = weapons, args = weapons },
- { label = 'Continue' },
- }
- }, function(selected, scrollIndex, args)
- Debug("info", "Selected weapon: " .. selectData.weapon)
- Debug("info", "Selected bone: " .. selectData.boneId)
- Sling:StartPositioning(selectData)
- end)
-end
-
-function Sling:WeaponThread()
- local function handleWeaponAttachment(weaponName, weaponVal, playerPed, weapon)
- if not Sling.cachedAttachments[weaponName] then
- Sling.cachedAttachments[weaponName] = {}
- end
-
- local isInVehicle = IsPedInAnyVehicle(playerPed, false)
- local isSitting = IsPedUsingScenario(playerPed, "PROP_HUMAN_SEAT_CHAIR")
- local isRagdoll = IsPedRagdoll(playerPed)
- local shouldHideWeapons = isInVehicle or isSitting or isRagdoll
-
- if weapon == weaponVal.name or shouldHideWeapons then
- if DoesEntityExist(Sling.cachedAttachments[weaponName].obj) then
- Utils:DeleteWeapon(weaponName)
- Sling:SyncWeaponAttachment(weaponName, nil, nil, 'detach')
- end
- else
- if not DoesEntityExist(Sling.cachedAttachments[weaponName].obj) then
- local coords = Sling.cachedPositions[weaponName] or Sling.cachedPresets[weaponName] or
- { coords = { x = 0.0, y = -0.15, z = 0.0 }, rot = { x = 0.0, y = 0.0, z = 0.0 }, boneId = DEFAULT_BONE }
- Utils:CreateAndAttachWeapon(weaponName, weaponVal, coords, playerPed, false)
- Sling:SyncWeaponAttachment(weaponName, weaponVal, coords, 'attach')
- end
- end
- end
-
- CreateThread(function()
- local lastState = {
- inVehicle = false,
- sitting = false,
- ragdoll = false
- }
-
- while true do
- local playerPed = cache.ped
- local weapon = GetSelectedPedWeapon(playerPed)
- local currentState = {
- inVehicle = IsPedInAnyVehicle(playerPed, false),
- sitting = IsPedUsingScenario(playerPed, "PROP_HUMAN_SEAT_CHAIR"),
- ragdoll = IsPedRagdoll(playerPed)
- }
-
- local stateChanged = lastState.inVehicle ~= currentState.inVehicle or
- lastState.sitting ~= currentState.sitting or
- lastState.ragdoll ~= currentState.ragdoll
-
- if stateChanged then
- lastState = Utils:DeepCopy(currentState)
- local shouldHideWeapons = currentState.inVehicle or currentState.sitting or currentState.ragdoll
-
- -- Nur eigene Waffen verarbeiten
- for weaponName, weaponVal in pairs(Sling.cachedWeapons) do
- if shouldHideWeapons then
- if DoesEntityExist(Sling.cachedAttachments[weaponName]?.obj) then
- Utils:DeleteWeapon(weaponName)
- Sling:SyncWeaponAttachment(weaponName, nil, nil, 'detach')
- end
- else
- if not DoesEntityExist(Sling.cachedAttachments[weaponName]?.obj) then
- local coords = Sling.cachedPositions[weaponName] or Sling.cachedPresets[weaponName] or
- { coords = { x = 0.0, y = -0.15, z = 0.0 }, rot = { x = 0.0, y = 0.0, z = 0.0 }, boneId = DEFAULT_BONE }
- Utils:CreateAndAttachWeapon(weaponName, weaponVal, coords, playerPed, false)
- Sling:SyncWeaponAttachment(weaponName, weaponVal, coords, 'attach')
- end
- end
- end
- end
-
- if not (currentState.inVehicle or currentState.sitting or currentState.ragdoll) then
- -- Nur eigene Waffen verarbeiten
- for weaponName, weaponVal in pairs(Sling.cachedWeapons) do
- handleWeaponAttachment(weaponName, weaponVal, playerPed, weapon)
- end
- end
-
- Wait(500)
- end
- end)
-end
-
-
-function Sling:OnPositioningDone(coords, selectData)
- lib.hideTextUI()
- Sling.inPositioning = false
- local weapon = selectData.weapon
- coords.position = vec3(coords.position.x, coords.position.y, coords.position.z)
- local distanceFromMiddle = #(coords.position - vec3(0.0, 0.0, 0.0))
- local distanceFromMiddle2 = #(coords.position - vec3(0.0, 0.0, -0.2))
- local distanceFromMiddle3 = #(coords.position - vec3(0.0, 0.0, 0.2))
- if distanceFromMiddle < 0.14 or distanceFromMiddle2 < 0.14 or distanceFromMiddle3 < 0.14 then
- coords.position = vec3(coords.position.x, 0.17, coords.position.z)
- end
- TriggerServerEvent("force-sling:server:saveWeaponPosition", coords.position, coords.rotation, weapon,
- selectData.weaponName, selectData.boneId, Sling.isPreset)
- Sling.cachedPositions[selectData.weaponName] = {
- coords = coords.position,
- rot = coords.rotation,
- boneId = selectData.boneId
- }
- if Sling.cachedAttachments[selectData.weaponName] then
- if DoesEntityExist(Sling.cachedAttachments[selectData.weaponName].obj) or DoesEntityExist(Sling.cachedAttachments[selectData.weaponName].placeholder) then
- DeleteObject(Sling.cachedAttachments[selectData.weaponName].obj)
- DeleteObject(Sling.cachedAttachments[selectData.weaponName].placeholder)
- end
- end
- DeleteObject(Sling.object)
- SetModelAsNoLongerNeeded(selectData.weapon)
-end
-
-local function DisableControls()
- local controls = {
- 25, 44, 45, 51, 140, 141, 143,
- 263, 264, 24, 96, 97, 47, 74, 177
- }
- for i = 1, #controls do
- DisableControlAction(0, controls[i], true)
- end
-end
-
-function Sling:StartPositioning(selectData)
- if Sling.inPositioning then return end
- local coords = {
- position = vec3(0.0, 0.0, 0.0),
- rotation = vec3(0.0, 0.0, 0.0)
- }
-
- if Sling.cachedAttachments[selectData.weaponName] and DoesEntityExist(Sling.cachedAttachments[selectData.weaponName].obj) then
- Utils:DeleteWeapon(selectData.weaponName)
- end
- if Sling.cachedPositions[selectData.weaponName] and selectData.boneId == Sling.cachedPositions[selectData.weaponName].boneId then
- coords.position = Sling.cachedPositions[selectData.weaponName].coords
- coords.rotation = Sling.cachedPositions[selectData.weaponName].rot
- elseif Sling.cachedPresets[selectData.weaponName] and selectData.boneId == Sling.cachedPresets[selectData.weaponName].boneId then
- coords.position = Sling.cachedPresets[selectData.weaponName].coords
- coords.rotation = Sling.cachedPresets[selectData.weaponName].rot
- end
-
- Sling.inPositioning = true
- CreateThread(function()
- local speed = DEFAULT_SPEED
- local function updatePosition(axis, delta)
- local x, y, z = coords.position.x, coords.position.y, coords.position.z
- if axis == 'x' then
- x = lib.math.clamp(x + delta, -POSITION_CLAMP, POSITION_CLAMP)
- elseif axis == 'y' then
- y = lib.math.clamp(y + delta, -POSITION_CLAMP, POSITION_CLAMP)
- elseif axis == 'z' then
- z = lib.math.clamp(z + delta, -POSITION_CLAMP, POSITION_CLAMP)
- end
- coords.position = vec3(x, y, z)
- AttachEntityToEntity(Sling.object, cache.ped, GetPedBoneIndex(cache.ped, selectData.boneId),
- coords.position.x, coords.position.y, coords.position.z,
- coords.rotation.x, coords.rotation.y, coords.rotation.z,
- true, true, false, true, 2, true)
- end
-
- local function updateRotation(axis, delta)
- local x, y, z = coords.rotation.x, coords.rotation.y, coords.rotation.z
- if axis == 'x' then
- x = x + delta
- elseif axis == 'y' then
- y = y + delta
- elseif axis == 'z' then
- z = z + delta
- end
- coords.rotation = vec3(x, y, z)
- AttachEntityToEntity(Sling.object, cache.ped, GetPedBoneIndex(cache.ped, selectData.boneId),
- coords.position.x, coords.position.y, coords.position.z,
- coords.rotation.x, coords.rotation.y, coords.rotation.z,
- true, true, false, true, 2, true)
- end
-
- while Sling.inPositioning do
- if not DoesEntityExist(Sling.object) then
- if not HasModelLoaded(selectData.weapon) then
- lib.requestModel(selectData.weapon)
- end
-
- Sling.object = CreateObject(selectData.weapon, 0, 0, 0, false, true, false)
- AttachEntityToEntity(Sling.object, cache.ped, GetPedBoneIndex(cache.ped, selectData.boneId), coords.position.x,
- coords.position.y, coords.position.z, coords.rotation.x, coords.rotation.y, coords.rotation.z, true, true,
- false, true, 2, true)
- SetEntityCollision(Sling.object, false, false)
- end
-
- if IsDisabledControlJustPressed(0, 18) then
- Sling:OnPositioningDone(coords, selectData)
- break
- end
-
- if IsDisabledControlJustPressed(0, 177) then
- DeleteObject(Sling.object)
- Sling.inPositioning = false
- lib.hideTextUI()
- SetModelAsNoLongerNeeded(selectData.weapon)
- break
- end
-
- if IsDisabledControlPressed(0, 21) then
- speed = FAST_SPEED
- end
-
- if IsDisabledControlReleased(0, 21) then
- speed = DEFAULT_SPEED
- end
-
- if IsDisabledControlPressed(0, 44) then updatePosition('x', -speed) end
- if IsDisabledControlPressed(0, 46) then updatePosition('x', speed) end
- if IsDisabledControlPressed(0, 188) then updatePosition('y', speed) end
- if IsDisabledControlPressed(0, 187) then updatePosition('y', -speed) end
- if IsDisabledControlPressed(0, 189) then updatePosition('z', speed) end
- if IsDisabledControlPressed(0, 190) then updatePosition('z', -speed) end
- if IsDisabledControlPressed(0, 96) then updateRotation('x', speed + 1.0) end
- if IsDisabledControlPressed(0, 97) then updateRotation('x', -(speed + 1.0)) end
- if IsDisabledControlPressed(0, 48) then updateRotation('z', speed + 1.0) end
- if IsDisabledControlPressed(0, 73) then updateRotation('z', -(speed + 1.0)) end
- if IsDisabledControlPressed(0, 47) then updateRotation('y', speed + 1.0) end
- if IsDisabledControlPressed(0, 74) then updateRotation('y', -(speed + 1.0)) end
-
- local text = ("pos: (%.2f, %.2f, %.2f) | rot: (%.2f, %.2f, %.2f)"):format(coords.position.x, coords.position.y,
- coords.position.z, coords.rotation.x, coords.rotation.y, coords.rotation.z)
- lib.showTextUI((locale("currentPosition") .. ": %s"):format(text) ..
- ' \n ' ..
- '[QE] - ' ..
- locale("up") ..
- '/' ..
- locale("down") ..
- ' \n' ..
- '[Arrows] - ' ..
- locale("move") ..
- ', XY \n' ..
- '[Scroll]- ' ..
- locale("rotate") ..
- ' \n' ..
- '[XZ]- ' ..
- locale("rotate") ..
- ' \n' ..
- '[GH] - ' ..
- locale("rotate") ..
- ' Z \n' ..
- '[Shift] - ' ..
- locale("speed") .. ' \n' .. '[ENTER] - ' .. locale("confirm") .. ' \n' .. '[BACKSPACE] - ' .. locale("cancel"))
-
- DisableControls()
-
- Wait(4)
- end
- end)
-end
-
-function Sling:StartConfiguration(isPreset)
- Sling.isPreset = isPreset
- lib.showMenu('sling_select')
-end
-
-function Sling:InitCommands()
- Debug("info", "Initializing commands")
- local admin = lib.callback.await("force-sling:callback:isPlayerAdmin", false)
- if Config.Debug or admin.isAdmin then
- RegisterCommand(Config.Command.name, function(source, args, raw)
- if Config.Command.permission ~= "any" and admin ~= Config.Command.permission then return end
- Sling:StartConfiguration(false)
- end, false)
-
- RegisterCommand(Config.Command.reset, function(source, args, raw)
- if Config.Command.permission ~= "any" and admin ~= Config.Command.permission then return end
- local weapon = args[1] and args[1]:lower() or GetSelectedPedWeapon(cache.ped)
- if type(weapon) == "number" then
- for weaponName, weaponVal in pairs(Sling.cachedWeapons) do
- if weaponVal.name == weapon then
- weapon = weaponName
- break
- end
- end
- end
- Sling.cachedPositions = lib.callback.await("force-sling:callback:resetWeaponPositions", false, weapon)
- end, false)
-
- RegisterCommand(Config.Presets.command, function(source, args, raw)
- if Config.Presets.permission ~= "any" and admin ~= Config.Presets.permission then return end
- Sling:StartConfiguration(true)
- end, false)
- end
-
- Debug("info", "Commands initialized")
-end
diff --git a/resources/[jobs]/[weapons]/force-sling/client/main.lua b/resources/[jobs]/[weapons]/force-sling/client/main.lua
deleted file mode 100644
index 6e5f6f55c..000000000
--- a/resources/[jobs]/[weapons]/force-sling/client/main.lua
+++ /dev/null
@@ -1,12 +0,0 @@
-lib.locale(Config.Locale);
-
-InitFramework()
-InitInventory()
-
-CreateThread(function()
- while not IsPlayerLoaded() do
- Wait(100)
- end
-
- Sling:InitMain()
-end)
diff --git a/resources/[jobs]/[weapons]/force-sling/client/misc/inventory.lua b/resources/[jobs]/[weapons]/force-sling/client/misc/inventory.lua
deleted file mode 100644
index e739df796..000000000
--- a/resources/[jobs]/[weapons]/force-sling/client/misc/inventory.lua
+++ /dev/null
@@ -1,80 +0,0 @@
-Inventory = {}
-
-local function SafeInventoryCall(fn)
- local success, result = pcall(fn)
- if not success then
- Debug("error", "Inventory error: " .. tostring(result))
- return nil
- end
- return result
-end
-
---- Retrieves the player's weapons from the inventory.
---- @return table A table containing the player's weapons.
-function Inventory:GetWeapons()
- local weapons = {}
- local userInventory = self:GetUserInventory()
-
- if not userInventory then
- Debug("warn", "Unsupported inventory system: " .. tostring(Config.Inventory))
- return weapons
- end
-
- -- Iterate through the user's inventory and match weapons with the configured weapons
- for _, v in pairs(userInventory) do
- for key, val in pairs(Config.Weapons) do
- if v.name:lower() == key:lower() then
- weapons[key] = val
- weapons[key].attachments = self:GetWeaponAttachment(key)
- Debug("info", "Weapon found: " .. key)
- break
- end
- end
- end
-
- return weapons
-end
-
---- Retrieves the attachments for a specific weapon.
---- @param item string The weapon name.
---- @return table A table containing the weapon's attachments.
-function Inventory:GetWeaponAttachment(item)
- if not Config.UseWeaponAttachments then return {} end
- local components = {}
- local userInventory = self:GetUserInventory()
-
- if not userInventory then
- Debug("warn", "Unsupported inventory system: " .. tostring(Config.Inventory))
- return components
- end
-
- -- Iterate through the user's inventory and match attachments with the specified weapon
- for _, v in pairs(userInventory) do
- if v.name:lower() == item:lower() and v.info and v.info.attachments then
- for _, attachment in pairs(v.info.attachments) do
- table.insert(components, attachment.component)
- Debug("info", "Attachment found for weapon: " .. item .. " component: " .. attachment?.component)
- end
- end
- end
-
- return components
-end
-
---- Retrieves the user's inventory based on the configured inventory system.
---- @return table|nil The user's inventory or nil if the inventory system is unsupported.
-function Inventory:GetUserInventory()
- if Config.Inventory == "qs-inventory" then
- return SafeInventoryCall(function() return exports['qs-inventory']:getUserInventory() end)
- elseif Config.Inventory == "core_inventory" then
- return SafeInventoryCall(function() return exports.core_inventory:getInventory() end)
- elseif Config.Inventory == "qb-inventory" then
- return QBCore.Functions.GetPlayerData().items
- elseif Config.Inventory == "ox_inventory" then
- return exports.ox_inventory:GetPlayerItems()
- elseif Config.Inventory == "custom" then
- return CustomInventory:GetWeapons()
- else
- return nil
- end
-end
diff --git a/resources/[jobs]/[weapons]/force-sling/client/shared.lua b/resources/[jobs]/[weapons]/force-sling/client/shared.lua
deleted file mode 100644
index c0642eb39..000000000
--- a/resources/[jobs]/[weapons]/force-sling/client/shared.lua
+++ /dev/null
@@ -1 +0,0 @@
-otherPlayersWeapons = {}
diff --git a/resources/[jobs]/[weapons]/force-sling/client/utils.lua b/resources/[jobs]/[weapons]/force-sling/client/utils.lua
deleted file mode 100644
index d438b0723..000000000
--- a/resources/[jobs]/[weapons]/force-sling/client/utils.lua
+++ /dev/null
@@ -1,244 +0,0 @@
-Utils = {}
-
-function Utils:CreateAndAttachWeapon(weaponName, weaponVal, coords, playerPed, isOtherPlayer)
- if not isOtherPlayer and Sling.currentAttachedAmount >= Config.MaxWeaponsAttached then
- Debug("warn", "Max weapons attached reached")
- return false
- end
-
- if not weaponVal or not weaponVal.name then
- Debug("error", "Invalid weapon data")
- return false
- end
-
- -- Initialize the cached attachments for this weapon if it doesn't exist
- if not Sling.cachedAttachments[weaponName] then
- Sling.cachedAttachments[weaponName] = {}
- end
-
- local weaponObject = CreateWeaponObject(weaponVal.name, 0, coords.coords.x, coords.coords.y, coords.coords.z, true, 1.0, 0)
- if not weaponObject then
- Debug("error", "Failed to create weapon object")
- return false
- end
-
- if NetworkGetEntityIsNetworked(weaponObject) then
- NetworkUnregisterNetworkedEntity(weaponObject)
- end
-
- SetEntityCollision(weaponObject, false, false)
-
- if not isOtherPlayer and Config.UseWeaponAttachments then
- weaponVal.attachments = Inventory:GetWeaponAttachment(weaponName)
- end
-
- for _, component in pairs(weaponVal.attachments or {}) do
- GiveWeaponComponentToWeaponObject(weaponObject, component)
- end
-
- lib.requestModel(weaponVal.model)
-
- local placeholder = CreateObjectNoOffset(weaponVal.model, coords.coords.x, coords.coords.y, coords.coords.z, true, true, false)
- SetEntityCollision(placeholder, false, false)
- SetEntityAlpha(placeholder, 0, false)
-
- local boneIndex = GetPedBoneIndex(playerPed, (coords.boneId or DEFAULT_BONE))
-
- AttachEntityToEntity(placeholder, playerPed, boneIndex,
- coords.coords.x, coords.coords.y, coords.coords.z,
- coords.rot.x, coords.rot.y, coords.rot.z,
- true, true, false, true, 2, true)
-
- AttachEntityToEntity(weaponObject, placeholder, GetEntityBoneIndexByName(placeholder, "gun_root"),
- 0.0, 0.0, 0.0,
- 0.0, 0.0, 0.0,
- true, true, false, true, 2, true)
-
- Sling.cachedAttachments[weaponName].obj = weaponObject
- Sling.cachedAttachments[weaponName].placeholder = placeholder
- if not isOtherPlayer then
- Sling.currentAttachedAmount = Sling.currentAttachedAmount + 1
- end
-
- SetModelAsNoLongerNeeded(weaponVal.model)
-
- return true
-end
-
-function Utils:DeleteWeapon(weaponName)
- if not Sling.cachedAttachments[weaponName] then return end
-
- local attachment = Sling.cachedAttachments[weaponName]
-
- if attachment.obj and DoesEntityExist(attachment.obj) then
- if NetworkGetEntityIsNetworked(attachment.obj) then
- NetworkUnregisterNetworkedEntity(attachment.obj)
- end
- DeleteObject(attachment.obj)
- end
-
- if attachment.placeholder then
- if IsEntityAttachedToAnyPed(attachment.placeholder) then
- DetachEntity(attachment.placeholder, true, false)
- end
- if DoesEntityExist(attachment.placeholder) then
- DeleteObject(attachment.placeholder)
- end
- end
-
- Sling.cachedAttachments[weaponName] = nil
-
- -- Nur verringern, wenn es keine Waffe eines anderen Spielers ist
- if not string.find(weaponName, '_') then
- Sling.currentAttachedAmount = math.max(0, Sling.currentAttachedAmount - 1)
- end
-end
-
-function Utils:Debug(type, message)
- if not Config.Debug then return end
-
- if type == "error" then
- print("^1[ERROR] " .. message .. "^7")
- elseif type == "success" then
- print("^2[SUCCESS] " .. message .. "^7")
- elseif type == "info" then
- print("^5[INFO] " .. message .. "^7")
- elseif type == "warn" then
- print("^3[WARN] " .. message .. "^7")
- end
-end
-
-function Utils:Round(num, numDecimalPlaces)
- local mult = 10^(numDecimalPlaces or 0)
- return math.floor(num * mult + 0.5) / mult
-end
-
-function Utils:TableContains(table, element)
- for _, value in pairs(table) do
- if value == element then
- return true
- end
- end
- return false
-end
-
-function Utils:GetTableLength(table)
- local count = 0
- for _ in pairs(table) do
- count = count + 1
- end
- return count
-end
-
-function Utils:DeepCopy(orig)
- local orig_type = type(orig)
- local copy
- if orig_type == 'table' then
- copy = {}
- for orig_key, orig_value in next, orig, nil do
- copy[Utils:DeepCopy(orig_key)] = Utils:DeepCopy(orig_value)
- end
- setmetatable(copy, Utils:DeepCopy(getmetatable(orig)))
- else
- copy = orig
- end
- return copy
-end
-
-function Utils:MergeTable(t1, t2)
- for k, v in pairs(t2) do
- if type(v) == "table" and type(t1[k] or false) == "table" then
- Utils:MergeTable(t1[k], t2[k])
- else
- t1[k] = v
- end
- end
- return t1
-end
-
-function Utils:GetDistance(coords1, coords2)
- return #(coords1 - coords2)
-end
-
-function Utils:DrawText3D(coords, text)
- local onScreen, _x, _y = World3dToScreen2d(coords.x, coords.y, coords.z)
- local px, py, pz = table.unpack(GetGameplayCamCoords())
- local dist = #(vector3(px, py, pz) - coords)
-
- local scale = (1 / dist) * 2
- local fov = (1 / GetGameplayCamFov()) * 100
- local scale = scale * fov
-
- if onScreen then
- SetTextScale(0.0 * scale, 0.55 * scale)
- SetTextFont(0)
- SetTextProportional(1)
- SetTextColour(255, 255, 255, 255)
- SetTextDropshadow(0, 0, 0, 0, 255)
- SetTextEdge(2, 0, 0, 0, 150)
- SetTextDropShadow()
- SetTextOutline()
- SetTextEntry("STRING")
- SetTextCentre(1)
- AddTextComponentString(text)
- DrawText(_x,_y)
- end
-end
-
-function Utils:LoadAnimDict(dict)
- while not HasAnimDictLoaded(dict) do
- RequestAnimDict(dict)
- Wait(5)
- end
-end
-
-function Utils:PlayAnim(ped, dict, anim, settings)
- if not settings then settings = {} end
-
- Utils:LoadAnimDict(dict)
-
- TaskPlayAnim(ped, dict, anim,
- settings.blendInSpeed or 3.0,
- settings.blendOutSpeed or 3.0,
- settings.duration or -1,
- settings.flag or 49,
- settings.playbackRate or 0,
- settings.lockX or false,
- settings.lockY or false,
- settings.lockZ or false
- )
-
- RemoveAnimDict(dict)
-end
-
-function Utils:CreateBlip(coords, sprite, color, text, scale, category)
- local blip = AddBlipForCoord(coords.x, coords.y, coords.z)
- SetBlipSprite(blip, sprite)
- SetBlipDisplay(blip, 4)
- SetBlipScale(blip, scale or 0.8)
- SetBlipColour(blip, color)
- SetBlipAsShortRange(blip, true)
- if category then
- SetBlipCategory(blip, category)
- end
-
- BeginTextCommandSetBlipName("STRING")
- AddTextComponentString(text)
- EndTextCommandSetBlipName(blip)
-
- return blip
-end
-
-function Utils:DrawMarker(type, coords, size, color, bobUpAndDown)
- DrawMarker(
- type,
- coords.x, coords.y, coords.z,
- 0.0, 0.0, 0.0,
- 0.0, 0.0, 0.0,
- size.x, size.y, size.z,
- color.r, color.g, color.b, color.a,
- false, bobUpAndDown or false, 2, false, nil, nil, false
- )
-end
-
-
diff --git a/resources/[jobs]/[weapons]/force-sling/config.lua b/resources/[jobs]/[weapons]/force-sling/config.lua
deleted file mode 100644
index a2f0bfbaa..000000000
--- a/resources/[jobs]/[weapons]/force-sling/config.lua
+++ /dev/null
@@ -1,130 +0,0 @@
-Config = {}
-
--- Enable or disable debug mode
--- @field [boolean] Debug - Set to true to enable debug mode, false to disable
-Config.Debug = false
-
--- Set the locale for the application
--- @field [string] Locale - Language code for the locale ("ar", "en", "es", "fr", "pt", "de", "nl", "pl", "ru", "se" or "auto")
-Config.Locale = "de"
-
--- Admin configuration settings
--- @field [table] Admin - Configuration for admin settings
--- @field [table] Admin.Global - Global admin settings
--- @field [boolean] Admin.Global.enabled - Enable or disable global admin commands
--- @field [table] Admin.Global.players - List of player identifiers with admin access
-Config.Admin = {
- Global = {
- enabled = true,
- ace = "admin", -- Ace permission required for global admin access, set to false to disable
- players = {
- "discord:453870580374962177", -- Force
- "discord:566930948986241024", -- Olpis
- }
- }
-}
-
--- Framework configuration settings
--- @field [table] Framework - Configuration for the framework
--- @field [string] Framework.name - Name of the framework ("esx", "qbcore", "qbx", "custom" or "auto")
--- @field [string] Framework.resource - Resource name for ESX or QBCore
-Config.Framework = {
- name = "auto",
- resource = "auto"
-}
-
--- Inventory configuration settings
--- @field [string] Inventory - Inventory system to use ("none", "auto", "qs-inventory", "qb-inventory", "core_inventory", "ox_inventory" or "custom")
--- @field [boolean] UseWeaponAttachments - Enable or disable weapon attachments (may not work with all inventory systems and may lower performance)
--- @field [number] MaxWeaponsAttached - Maximum number of weapons that can be attached to the player; the higher the number, the more performance impact
-Config.Inventory = "qs-inventory"
-Config.UseWeaponAttachments = true
-Config.MaxWeaponsAttached = 4
-
--- Command configuration settings
--- @field [table] Command - Configuration for the sling command
--- @field [string] Command.name - Name of the command
--- @field [string] Command.reset - Command to reset the sling configuration
--- @field [string] Command.description - Description of the command
--- @field [string] Command.permission - Permission level required to use the command ("any" or specific permission)
-Config.Command = {
- name = "sling",
- reset = "resetsling",
- description = "Configure weapon positions",
- permission = "any"
-}
-
--- Preset command configuration settings
--- @field [table] Presets - Configuration for the sling preset command
--- @field [string] Presets.command - Name of the preset command
--- @field [string] Presets.permission - Permission level required to use the preset command ("global" or specific permission)
-Config.Presets = {
- command = "slingpreset",
- permission = "global",
-}
-
--- Bone configuration settings
--- @field [table] Bones - Configuration for weapon attachment bones
--- @field [number] Bones.Back - Bone ID for back attachment
--- @field [number] Bones.Front - Bone ID for front attachment
-Config.Bones = {
- Back = 24816,
- Front = 10706
-}
-
--- Editable weapon configuration settings
--- @field [table] Weapons - Configuration for editable weapons
--- @field [table] Weapons[weapon_name] - Configuration for a specific weapon
--- @field [string] Weapons[weapon_name].model - Model name for the weapon
--- @field [string] Weapons[weapon_name].name - Internal name for the weapon
-Config.Weapons = {
- ["weapon_advancedrifle"] = { model = `w_ar_advancedrifle`, name = `weapon_advancedrifle` },
- ["weapon_assaultshotgun"] = { model = `w_sg_assaultshotgun`, name = `weapon_assaultshotgun` },
- ["weapon_assaultsmg"] = { model = `w_sb_assaultsmg`, name = `weapon_assaultsmg` },
- ["weapon_bullpuprifle_mk2"] = { model = `w_ar_bullpupriflemk2`, name = `weapon_bullpuprifle_mk2` },
- ["weapon_bullpupshotgun"] = { model = `w_sg_bullpupshotgun`, name = `weapon_bullpupshotgun` },
- ["weapon_carbinerifle"] = { model = `w_ar_carbinerifle`, name = `weapon_carbinerifle` },
- ["weapon_carbinerifle_mk2"] = { model = `w_ar_carbineriflemk2`, name = `weapon_carbinerifle_mk2` },
- ["weapon_combatmg"] = { model = `w_mg_combatmg`, name = `weapon_combatmg` },
- ["weapon_combatmg_mk2"] = { model = `w_mg_combatmgmk2`, name = `weapon_combatmg_mk2` },
- ["weapon_combatpdw"] = { model = `w_sb_pdw`, name = `weapon_combatpdw` },
- ["weapon_combatshotgun"] = { model = `w_sg_pumpshotgunh4`, name = `weapon_combatshotgun` },
- ["weapon_compactrifle"] = { model = `w_ar_assaultrifle_smg`, name = `weapon_compactrifle` },
- ["weapon_firework"] = { model = `w_lr_firework`, name = `weapon_firework` },
- ["weapon_heavyrifle"] = { model = `w_ar_heavyrifleh`, name = `weapon_heavyrifle` },
- ["weapon_heavyshotgun"] = { model = `w_sg_heavyshotgun`, name = `weapon_heavyshotgun` },
- ["weapon_heavysniper"] = { model = `w_sr_heavysniper`, name = `weapon_heavysniper` },
- ["weapon_marksmanrifle"] = { model = `w_sr_marksmanrifle`, name = `weapon_marksmanrifle` },
- ["weapon_marksmanrifle_mk2"] = { model = `w_sr_marksmanriflemk2`, name = `weapon_marksmanrifle_mk2` },
- ["weapon_mg"] = { model = `w_mg_mg`, name = `weapon_mg` },
- ["weapon_militaryrifle"] = { model = `w_ar_bullpuprifleh4`, name = `weapon_militaryrifle` },
- ["weapon_minismg"] = { model = `w_sb_minismg`, name = `weapon_minismg` },
- ["weapon_musket"] = { model = `w_ar_musket`, name = `weapon_musket` },
- ["weapon_pumpshotgun"] = { model = `w_sg_pumpshotgun`, name = `weapon_pumpshotgun` },
- ["weapon_smg"] = { model = `w_sb_smg`, name = `weapon_smg` },
- ["weapon_sniperrifle"] = { model = `w_sr_sniperrifle`, name = `weapon_sniperrifle` },
- ["weapon_huntingrifle"] = { model = `w_sr_huntingrifle`, name = `weapon_huntingrifle` },
- ["weapon_specialcarbine"] = { model = `w_ar_specialcarbine`, name = `weapon_specialcarbine` },
- ["weapon_autoshotgun"] = { model = `w_sg_sweeper`, name = `weapon_autoshotgun` },
- ["weapon_precisionrifle"] = { model = `w_sr_precisionrifle_reh`, name = `weapon_precisionrifle` },
- ["weapon_tacticalrifle"] = { model = `w_ar_carbinerifle_reh`, name = `weapon_tacticalrifle` },
- ["weapon_rayminigun"] = { model = `w_mg_sminigun`, name = `weapon_rayminigun` },
- ["weapon_raycarbine"] = { model = `w_ar_srifle`, name = `weapon_raycarbine` },
- ["weapon_railgun"] = { model = `w_ar_railgun`, name = `weapon_railgun` },
- ["weapon_rpg"] = { model = `w_lr_rpg`, name = `weapon_rpg` },
- ["weapon_hominglauncher"] = { model = `w_lr_homing`, name = `weapon_hominglauncher` },
- ["weapon_minigun"] = { model = `w_mg_minigun`, name = `weapon_minigun` },
- ["weapon_bat"] = { model = `w_me_bat`, name = `weapon_bat` },
- ["weapon_battleaxe"] = { model = `w_me_battleaxe`, name = `weapon_battleaxe` },
- ["weapon_crowbar"] = { model = `w_me_crowbar`, name = `weapon_crowbar` },
- ["weapon_fireextinguisher"] = { model = `w_am_fire_exting`, name = `weapon_fireextinguisher` },
- ["weapon_golfclub"] = { model = `w_me_gclub`, name = `weapon_golfclub` },
- ["weapon_hatchet"] = { model = `w_me_hatchet`, name = `weapon_hatchet` },
- ["weapon_hazardcan"] = { model = `w_ch_jerrycan`, name = `weapon_hazardcan` },
- ["weapon_fertilizercan"] = { model = `w_am_jerrycan_sf`, name = `weapon_fertilizercan` },
- ["weapon_machete"] = { model = `w_me_machette_lr`, name = `weapon_machete` },
- ["weapon_poolcue"] = { model = `w_me_poolcue`, name = `weapon_poolcue` },
- ["weapon_stone_hatchet"] = { model = `w_me_stonehatchet`, name = `weapon_stone_hatchet` },
- ["weapon_wrench"] = { model = `w_me_wrench`, name = `weapon_wrench` },
- ["weapon_candycane"] = { model = `w_me_candy_xm3`, name = `weapon_candycane` },
-}
diff --git a/resources/[jobs]/[weapons]/force-sling/fxmanifest.lua b/resources/[jobs]/[weapons]/force-sling/fxmanifest.lua
deleted file mode 100644
index 0271ef1c8..000000000
--- a/resources/[jobs]/[weapons]/force-sling/fxmanifest.lua
+++ /dev/null
@@ -1,44 +0,0 @@
-fx_version "cerulean"
-lua54 'yes'
-game "gta5"
-
-author 'Force Developments '
-description 'Fivem Sling system for ESX, QBCore and custom frameworks'
-version '1.3.0'
-
-dependencies {
- 'ox_lib',
- '/assetpacks',
- 'mysql-async' -- oder 'oxmysql', je nachdem was du verwendest
-}
-
-shared_scripts {
- '@ox_lib/init.lua',
- "shared/variables.lua",
- "shared/*.lua",
- "config.lua",
-}
-
-server_scripts {
- '@mysql-async/lib/MySQL.lua', -- oder '@mysql-async/lib/MySQL.lua'
- 'version.lua',
- "server/events.lua",
- "server/functions.lua",
- "server/main.lua",
- "server/misc/*.lua",
- "server/callbacks.lua"
-}
-
-client_scripts {
- "client/utils.lua",
- "client/functions.lua",
- "client/events.lua",
- "client/main.lua",
- "client/custom/frameworks/*.lua",
- "client/custom/*.lua",
- "client/misc/*.lua"
-}
-
-files {
- "locales/*.json",
-}
diff --git a/resources/[jobs]/[weapons]/force-sling/json/positions.json b/resources/[jobs]/[weapons]/force-sling/json/positions.json
deleted file mode 100644
index 5311cbc6f..000000000
--- a/resources/[jobs]/[weapons]/force-sling/json/positions.json
+++ /dev/null
@@ -1,17 +0,0 @@
-{
- "license:60b5f8ebf593295e3f65cbf4cb4c85096b37da2a": {
- "weapon_specialcarbine": {
- "rot": {
- "x": -6.00599956512451,
- "y": 66.06597900390625,
- "z": 196.19642639160157
- },
- "coords": {
- "x": 0.0,
- "y": 0.20000000298023,
- "z": -0.20000000298023
- },
- "boneId": 10706
- }
- }
-}
\ No newline at end of file
diff --git a/resources/[jobs]/[weapons]/force-sling/json/presets.json b/resources/[jobs]/[weapons]/force-sling/json/presets.json
deleted file mode 100644
index cd76f6ace..000000000
--- a/resources/[jobs]/[weapons]/force-sling/json/presets.json
+++ /dev/null
@@ -1,236 +0,0 @@
-{
- "weapon_assaultsmg": {
- "coords": {
- "x": 0.0,
- "z": -0.35,
- "y": 0.17
- },
- "rot": {
- "x": 0.0,
- "z": 180.0,
- "y": 55.0
- },
- "boneId": 10706
- },
- "weapon_heavyshotgun": {
- "coords": {
- "x": 0.1,
- "z": -0.2,
- "y": 0.17
- },
- "rot": {
- "x": 0.0,
- "z": 190.0,
- "y": 60.0
- },
- "boneId": 10706
- },
- "weapon_specialcarbine": {
- "coords": {
- "x": 0.2275,
- "z": 0.03,
- "y": -0.16
- },
- "rot": {
- "x": 0.0,
- "z": 1.0,
- "y": 5.0
- },
- "boneId": 24816
- },
- "weapon_tacticalrifle": {
- "coords": {
- "x": 0.2275,
- "z": 0.11,
- "y": -0.16
- },
- "rot": {
- "x": 0.0,
- "z": 2.0,
- "y": -15.0
- },
- "boneId": 24816
- },
- "weapon_carbinerifle": {
- "coords": {
- "x": 0.0,
- "z": -0.25,
- "y": 0.17
- },
- "rot": {
- "x": 0.0,
- "z": 180.0,
- "y": 75.0
- },
- "boneId": 10706
- },
- "weapon_bullpuprifle": {
- "coords": {
- "x": 0.2275,
- "z": 0.055,
- "y": -0.16
- },
- "rot": {
- "x": 0.0,
- "z": 1.0,
- "y": 0.0
- },
- "boneId": 24816
- },
- "weapon_assaultrifle": {
- "coords": {
- "x": 0.2275,
- "z": 0.11,
- "y": -0.16
- },
- "rot": {
- "x": 0.0,
- "z": 2.0,
- "y": -15.0
- },
- "boneId": 24816
- },
- "weapon_smg_mk2": {
- "coords": {
- "x": -0.14,
- "z": 0.21,
- "y": 0.05
- },
- "rot": {
- "x": 90.0,
- "z": 50.0,
- "y": 120.0
- },
- "boneId": 24816
- },
- "weapon_sniperrifle": {
- "coords": {
- "x": 0.005,
- "z": 0.0,
- "y": -0.16
- },
- "rot": {
- "x": 0.0,
- "z": 2.0,
- "y": -15.0
- },
- "boneId": 24816
- },
- "weapon_appistol": {
- "coords": {
- "x": -0.14,
- "z": -0.21,
- "y": 0.05
- },
- "rot": {
- "x": 90.0,
- "z": 50.0,
- "y": 90.0
- },
- "boneId": 24816
- },
- "weapon_musket": {
- "coords": {
- "x": 0.0,
- "z": 0.0,
- "y": -0.16
- },
- "rot": {
- "x": 0.0,
- "z": 2.0,
- "y": 15.0
- },
- "boneId": 24816
- },
- "weapon_pistol50": {
- "coords": {
- "x": 0.0,
- "y": -0.20000000298023,
- "z": 0.18999999761581
- },
- "rot": {
- "x": 0.0,
- "z": 0.0,
- "y": 0.0
- },
- "boneId": 24816
- },
- "weapon_assaultshotgun": {
- "coords": {
- "x": 0.2275,
- "z": 0.015,
- "y": -0.16
- },
- "rot": {
- "x": 0.0,
- "z": 1.0,
- "y": 160.0
- },
- "boneId": 24816
- },
- "weapon_pumpshotgun": {
- "coords": {
- "x": 0.1275,
- "z": 0.03,
- "y": -0.16
- },
- "rot": {
- "x": 0.0,
- "z": 1.0,
- "y": 25.0
- },
- "boneId": 24816
- },
- "weapon_microsmg": {
- "coords": {
- "x": -0.2,
- "z": -0.21,
- "y": 0.05
- },
- "rot": {
- "x": 90.0,
- "z": 50.0,
- "y": 110.0
- },
- "boneId": 24816
- },
- "weapon_carbinerifle_mk2": {
- "coords": {
- "x": 0.2275,
- "z": -0.11,
- "y": -0.17
- },
- "rot": {
- "x": 0.0,
- "z": 1.0,
- "y": 20.0
- },
- "boneId": 24816
- },
- "weapon_smg": {
- "coords": {
- "x": 0.1275,
- "z": -0.055,
- "y": -0.16
- },
- "rot": {
- "x": 0.0,
- "z": 1.0,
- "y": 35.0
- },
- "boneId": 24816
- },
- "weapon_advancedrifle": {
- "coords": {
- "x": 0.2275,
- "z": -0.055,
- "y": -0.16
- },
- "rot": {
- "x": 0.0,
- "z": 1.0,
- "y": 35.0
- },
- "boneId": 24816
- }
-}
diff --git a/resources/[jobs]/[weapons]/force-sling/locales/ar.json b/resources/[jobs]/[weapons]/force-sling/locales/ar.json
deleted file mode 100644
index 20d95fd69..000000000
--- a/resources/[jobs]/[weapons]/force-sling/locales/ar.json
+++ /dev/null
@@ -1,12 +0,0 @@
-{
- "sling": "حمالة",
- "slingConfig": "إعدادات الحمالة",
- "currentPosition": "الموقع الحالي",
- "up": "أعلى",
- "down": "أسفل",
- "move": "تحريك",
- "rotate": "تدوير",
- "speed": "السرعة",
- "confirm": "تأكيد",
- "cancel": "إلغاء"
-}
diff --git a/resources/[jobs]/[weapons]/force-sling/locales/de.json b/resources/[jobs]/[weapons]/force-sling/locales/de.json
deleted file mode 100644
index 54aca8c96..000000000
--- a/resources/[jobs]/[weapons]/force-sling/locales/de.json
+++ /dev/null
@@ -1,12 +0,0 @@
-{
- "sling": "Schlinge",
- "slingConfig": "Schlingenkonfiguration",
- "currentPosition": "Aktuelle Position",
- "up": "Oben",
- "down": "Unten",
- "move": "Bewegen",
- "rotate": "Drehen",
- "speed": "Geschwindigkeit",
- "confirm": "Bestätigen",
- "cancel": "Abbrechen"
-}
diff --git a/resources/[jobs]/[weapons]/force-sling/locales/en.json b/resources/[jobs]/[weapons]/force-sling/locales/en.json
deleted file mode 100644
index bf1bb799c..000000000
--- a/resources/[jobs]/[weapons]/force-sling/locales/en.json
+++ /dev/null
@@ -1,12 +0,0 @@
-{
- "sling": "Sling",
- "slingConfig": "Sling Configuration",
- "currentPosition": "Current Position",
- "up": "Up",
- "down": "Down",
- "move": "Move",
- "rotate": "Rotate",
- "speed": "Speed",
- "confirm": "Confirm",
- "cancel": "Cancel"
-}
diff --git a/resources/[jobs]/[weapons]/force-sling/locales/es.json b/resources/[jobs]/[weapons]/force-sling/locales/es.json
deleted file mode 100644
index 0f09fa0d2..000000000
--- a/resources/[jobs]/[weapons]/force-sling/locales/es.json
+++ /dev/null
@@ -1,12 +0,0 @@
-{
- "sling": "Eslinga",
- "slingConfig": "Configuración de eslinga",
- "currentPosition": "Posición actual",
- "up": "Arriba",
- "down": "Abajo",
- "move": "Mover",
- "rotate": "Girar",
- "speed": "Velocidad",
- "confirm": "Confirmar",
- "cancel": "Cancelar"
-}
diff --git a/resources/[jobs]/[weapons]/force-sling/locales/fr.json b/resources/[jobs]/[weapons]/force-sling/locales/fr.json
deleted file mode 100644
index 48e79cedd..000000000
--- a/resources/[jobs]/[weapons]/force-sling/locales/fr.json
+++ /dev/null
@@ -1,12 +0,0 @@
-{
- "sling": "Sangle",
- "slingConfig": "Configuration de la sangle",
- "currentPosition": "Position actuelle",
- "up": "Haut",
- "down": "Bas",
- "move": "Déplacer",
- "rotate": "Pivoter",
- "speed": "Vitesse",
- "confirm": "Confirmer",
- "cancel": "Annuler"
-}
diff --git a/resources/[jobs]/[weapons]/force-sling/locales/nl.json b/resources/[jobs]/[weapons]/force-sling/locales/nl.json
deleted file mode 100644
index ac63f1f17..000000000
--- a/resources/[jobs]/[weapons]/force-sling/locales/nl.json
+++ /dev/null
@@ -1,12 +0,0 @@
-{
- "sling": "Draagband",
- "slingConfig": "Draagbandconfiguratie",
- "currentPosition": "Huidige positie",
- "up": "Omhoog",
- "down": "Omlaag",
- "move": "Verplaatsen",
- "rotate": "Draaien",
- "speed": "Snelheid",
- "confirm": "Bevestigen",
- "cancel": "Annuleren"
-}
diff --git a/resources/[jobs]/[weapons]/force-sling/locales/pl.json b/resources/[jobs]/[weapons]/force-sling/locales/pl.json
deleted file mode 100644
index d72054827..000000000
--- a/resources/[jobs]/[weapons]/force-sling/locales/pl.json
+++ /dev/null
@@ -1,12 +0,0 @@
-{
- "sling": "Pasek",
- "slingConfig": "Konfiguracja paska",
- "currentPosition": "Aktualna pozycja",
- "up": "Góra",
- "down": "Dół",
- "move": "Przesuń",
- "rotate": "Obróć",
- "speed": "Prędkość",
- "confirm": "Potwierdź",
- "cancel": "Anuluj"
-}
diff --git a/resources/[jobs]/[weapons]/force-sling/locales/pt.json b/resources/[jobs]/[weapons]/force-sling/locales/pt.json
deleted file mode 100644
index 5bd5b58de..000000000
--- a/resources/[jobs]/[weapons]/force-sling/locales/pt.json
+++ /dev/null
@@ -1,12 +0,0 @@
-{
- "sling": "Alça",
- "slingConfig": "Configuração da alça",
- "currentPosition": "Posição atual",
- "up": "Cima",
- "down": "Baixo",
- "move": "Mover",
- "rotate": "Girar",
- "speed": "Velocidade",
- "confirm": "Confirmar",
- "cancel": "Cancelar"
-}
diff --git a/resources/[jobs]/[weapons]/force-sling/locales/ru.json b/resources/[jobs]/[weapons]/force-sling/locales/ru.json
deleted file mode 100644
index fd3401754..000000000
--- a/resources/[jobs]/[weapons]/force-sling/locales/ru.json
+++ /dev/null
@@ -1,12 +0,0 @@
-{
- "sling": "Стропа",
- "slingConfig": "Настройка стропы",
- "currentPosition": "Текущее положение",
- "up": "Вверх",
- "down": "Вниз",
- "move": "Переместить",
- "rotate": "Повернуть",
- "speed": "Скорость",
- "confirm": "Подтвердить",
- "cancel": "Отмена"
-}
diff --git a/resources/[jobs]/[weapons]/force-sling/locales/se.json b/resources/[jobs]/[weapons]/force-sling/locales/se.json
deleted file mode 100644
index 9980125cf..000000000
--- a/resources/[jobs]/[weapons]/force-sling/locales/se.json
+++ /dev/null
@@ -1,12 +0,0 @@
-{
- "sling": "Sele",
- "slingConfig": "Selekonfiguration",
- "currentPosition": "Nuvarande position",
- "up": "Upp",
- "down": "Ner",
- "move": "Flytta",
- "rotate": "Rotera",
- "speed": "Hastighet",
- "confirm": "Bekräfta",
- "cancel": "Avbryt"
-}
diff --git a/resources/[jobs]/[weapons]/force-sling/readme.md b/resources/[jobs]/[weapons]/force-sling/readme.md
deleted file mode 100644
index 3e5e89f3c..000000000
--- a/resources/[jobs]/[weapons]/force-sling/readme.md
+++ /dev/null
@@ -1,143 +0,0 @@
-# FiveM Sling System / Weapons on back
-
-The resource allows players to manage weapon sling positions in the game, dynamically reflecting the weapons they have in their inventory. This enhances immersion and adds a realistic touch to your FiveM server. [Documentation](https://docs.forcedevelopments.com/) [Forum](https://forum.cfx.re/t/free-sling-system-weapons-on-back-esx-qb-core-custom/5290047)
-
----
-
-## Features
-
-- **Debug Mode**: Enable or disable debug mode for troubleshooting.
-- **Locale Support**: Set the locale for the resource.
-- **Admin Configuration**: Manage admin commands and permissions.
-- **Framework Support**: Compatible with ESX, QBCore, and custom frameworks.
-- **Inventory System**: Supports various inventory systems including qs-inventory, qb-inventory, core_inventory, and ox_inventory.
-- **Weapon Attachments**: Enable or disable weapon attachments.
-- **Command Configuration**: Customize commands for configuring weapon positions.
-- **Preset Commands**: Use preset configurations for weapon positions.
-- **Bone Configuration**: Configure player bones where the weapon can be attached.
-- **Editable Weapons**: Manage configurations for editable weapons.
-
-### Preview
-
-
-_Controls while placing_
-
-
-_Config menu ingame_
-
-
-_Placement_
-
----
-
-## Prerequisites
-
-Before setting up the resource, ensure that you have the following dependency installed:
-
-- **ox_lib**: This library is required for the resource to function correctly.
- - **GitHub Repository**: [ox_lib](https://github.com/overextended/ox_lib)
- - **Documentation**: [ox_lib Documentation](https://overextended.dev/ox_lib)
-
----
-
-## Installation
-
-1. **Download and Install**
-
- - Clone or download this repository to your `resources` folder in your FiveM server.
-
-2. **Install ox_lib**
-
- - Ensure that you have `ox_lib` installed. You can find it on [GitHub](https://github.com/overextended/ox_lib) or refer to the [ox_lib Documentation](https://overextended.dev/ox_lib) for installation instructions.
-
-3. **Configure**
-
- - Open the `config.lua` file and modify settings to fit your server’s framework and preferences.
- - Example:
- ```lua
- Config.Locale = "en" -- Change to your preferred language (e.g., "fr", "es", "ru").
- Config.Framework.name = "esx" -- Set to your framework: "esx", "qbcore", or "custom".
- Config.Inventory = "ox_inventory" -- Match your inventory system: "auto", "qs_inventory", etc.
- ```
-
-4. **Add to Server Config**
-
- - Add the following line to your `server.cfg`:
- ```cfg
- ensure ox_lib
- ensure force-sling
- ```
-
-5. **Start Your Server**
-
- - Restart your server or the resource to load the resource.
-
----
-
-## Configuration
-
-The resource includes a [config.lua](https://github.com/Force-Developing/force-sling/blob/main/config.lua) file to customize functionality:
-
-- **Debug Mode**:
- - Enable or disable debug logging.
-- **Locale**:
- - Set the language for the system.
- - Supported languages: `ar`, `en`, `es`, `fr`, `pt`, `de`, `nl`, `pl`, `ru`, `se`, or `auto`.
-- **Admin Tools**:
- - Add admin player identifiers under the `Config.Admin.Global.players` array.
-- **Framework Support**:
- - Supports ESX, QBCore, or custom frameworks.
-- **Inventory Integration**:
- - Compatible with popular inventory systems like `ox_inventory` and `qb_inventory`.
-
-Refer to the Configuration section for detailed information on each setting.
-
----
-
-## Commands
-
-The resource provides several commands to manage weapon positions:
-
-- **`/sling`**
-
- - **Description**: Configure weapon positions.
- - **Permission**: Any player can use this command.
-
-- **`/resetsling`**
-
- - **Description**: Reset personal sling position to global.
- - **Permission**: Any player can use this command.
-
-- **`/slingpreset`**
- - **Description**: Configure global weapon positions.
- - **Permission**: Only admins are allowed to use this by default.
-
-Refer to the Commands section for a list of available commands and their usage.
-
----
-
-## License
-
-This project is licensed under the GPL License. See the [LICENSE](https://github.com/Force-Developing/force-sling/blob/main/LICENSE) file for more details.
-
----
-
-## Contributing
-
-We appreciate contributions! To contribute:
-
-1. Fork the repository.
-2. Create a feature branch: `git checkout -b feature-name`
-3. Commit your changes: `git commit -m 'Add feature'`
-4. Push to the branch: `git push origin feature-name`
-5. Create a pull request.
-
----
-
-## Support
-
-For questions, issues, or feature requests, please open an [issue](https://github.com/Force-Developing/force-sling/issues) or reach out on our [Discord](https://discord.gg/927gfpcyDe).
-
----
-
-Thank you for using the resource. We hope this documentation helps you get the most out of the resource.
diff --git a/resources/[jobs]/[weapons]/force-sling/server/callbacks.lua b/resources/[jobs]/[weapons]/force-sling/server/callbacks.lua
deleted file mode 100644
index 499d9f508..000000000
--- a/resources/[jobs]/[weapons]/force-sling/server/callbacks.lua
+++ /dev/null
@@ -1,123 +0,0 @@
-local positions = {}
-local presets = {}
-
--- Load positions from database
-local function LoadPositionsFromDB()
- local result = MySQL.query.await('SELECT * FROM weapon_positions')
- if result then
- for _, data in ipairs(result) do
- local weaponData = {
- coords = vector3(data.position_x, data.position_y, data.position_z),
- rot = vector3(data.rotation_x, data.rotation_y, data.rotation_z),
- boneId = data.bone_id
- }
-
- if data.is_preset == 1 then
- presets[data.weapon_name] = weaponData
- else
- if not positions[data.identifier] then
- positions[data.identifier] = {}
- end
- positions[data.identifier][data.weapon_name] = weaponData
- end
- end
- end
-end
-
--- Save position to database
-local function SavePositionToDB(identifier, weaponName, position, rotation, boneId, isPreset)
- MySQL.query.await('INSERT INTO weapon_positions (identifier, weapon_name, position_x, position_y, position_z, rotation_x, rotation_y, rotation_z, bone_id, is_preset) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?) ON DUPLICATE KEY UPDATE position_x = VALUES(position_x), position_y = VALUES(position_y), position_z = VALUES(position_z), rotation_x = VALUES(rotation_x), rotation_y = VALUES(rotation_y), rotation_z = VALUES(rotation_z), bone_id = VALUES(bone_id)', {
- identifier,
- weaponName,
- position.x,
- position.y,
- position.z,
- rotation.x,
- rotation.y,
- rotation.z,
- boneId,
- isPreset and 1 or 0
- })
-end
-
--- Delete position from database
-local function DeletePositionFromDB(identifier, weaponName)
- MySQL.query.await('DELETE FROM weapon_positions WHERE identifier = ? AND weapon_name = ?', {
- identifier,
- weaponName
- })
-end
-
--- Load data when resource starts
-CreateThread(function()
- LoadPositionsFromDB()
-end)
-
-lib.callback.register('force-sling:callback:getCachedPositions', function(source)
- local src = source
- local identifier = GetPlayerIdentifier(src)
- return positions[identifier] or {}
-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
- return {isAdmin = true}
-end)
-
-lib.callback.register('force-sling:callback:resetWeaponPositions', function(source, weapon)
- local src = source
- local identifier = GetPlayerIdentifier(src)
-
- if weapon then
- if positions[identifier] then
- positions[identifier][weapon] = nil
- DeletePositionFromDB(identifier, weapon)
- end
- else
- positions[identifier] = {}
- MySQL.query.await('DELETE FROM weapon_positions WHERE identifier = ? AND is_preset = 0', {identifier})
- end
-
- return positions[identifier] or {}
-end)
-
-RegisterNetEvent('force-sling:server:saveWeaponPosition')
-AddEventHandler('force-sling:server:saveWeaponPosition', function(position, rotation, weapon, weaponName, boneId, isPreset)
- local src = source
- local identifier = GetPlayerIdentifier(src)
-
- local data = {
- coords = position,
- rot = rotation,
- boneId = boneId
- }
-
- if isPreset then
- presets[weaponName] = data
- SavePositionToDB('preset', weaponName, position, rotation, boneId, true)
- else
- if not positions[identifier] then
- positions[identifier] = {}
- end
- positions[identifier][weaponName] = data
- SavePositionToDB(identifier, weaponName, position, rotation, boneId, false)
- end
-end)
-
--- Helper function to get player identifier
-function GetPlayerIdentifier(source)
- local identifiers = GetPlayerIdentifiers(source)
- -- Modify this based on your framework (e.g., for QBCore or ESX)
- for _, identifier in pairs(identifiers) do
- if string.find(identifier, 'license:') then
- return identifier
- end
- end
- return nil
-end
-
diff --git a/resources/[jobs]/[weapons]/force-sling/server/events.lua b/resources/[jobs]/[weapons]/force-sling/server/events.lua
deleted file mode 100644
index 539064bc9..000000000
--- a/resources/[jobs]/[weapons]/force-sling/server/events.lua
+++ /dev/null
@@ -1,58 +0,0 @@
-local function SafeSavePosition(filePath, data)
- local success, error = pcall(function()
- local fileData = json.decode(LoadResourceFile(GetCurrentResourceName(), filePath)) or {}
- fileData = type(fileData) == 'table' and fileData or {}
-
- for k, v in pairs(data) do
- fileData[k] = v
- end
-
- return SaveResourceFile(GetCurrentResourceName(), filePath, json.encode(fileData, { indent = true }), -1)
- end)
-
- if not success then
- Debug("error", "Failed to save position data: " .. tostring(error))
- return false
- end
- return true
-end
-
---- @param coords table The coordinates of the weapon.
---- @param rot table The rotation of the weapon.
---- @param weapon string The weapon model.
---- @param weaponName string The weapon name.
---- @param boneId number The bone ID to attach the weapon to.
---- @param isPreset boolean Whether the position is a preset.
---- @return nil
-RegisterNetEvent("force-sling:server:saveWeaponPosition", function(coords, rot, weapon, weaponName, boneId, isPreset)
- Debug("info", "Saving weapon position for weapon: " .. weaponName .. " isPreset: " .. tostring(isPreset))
-
- if not isPreset then
- local positions = {
- [GetPlayerIdentifierByType(source, "license")] = {
- [weaponName] = {
- coords = coords,
- rot = rot,
- boneId = boneId
- }
- }
- }
-
- if SafeSavePosition("json/positions.json", positions) then
- Debug("info",
- "Weapon position saved for player: " .. GetPlayerIdentifierByType(source, "license") .. " weapon: " .. weaponName)
- end
- else
- local presets = {
- [weaponName] = {
- coords = coords,
- rot = rot,
- boneId = boneId
- }
- }
-
- if SafeSavePosition("json/presets.json", presets) then
- Debug("info", "Weapon preset saved for weapon: " .. weaponName)
- end
- end
-end)
diff --git a/resources/[jobs]/[weapons]/force-sling/server/functions.lua b/resources/[jobs]/[weapons]/force-sling/server/functions.lua
deleted file mode 100644
index 5fb1cb8f5..000000000
--- a/resources/[jobs]/[weapons]/force-sling/server/functions.lua
+++ /dev/null
@@ -1,47 +0,0 @@
-Sling = {}
-
-function Sling:InitMain()
- Debug("info", "Initializing main")
-
- Sling:LoadServerCallbacks()
-
- Debug("info", "Main initialized")
-end
-
-function Sling:LoadServerCallbacks()
- Debug("info", "Loading server callbacks")
-
- local resourceName = GetCurrentResourceName()
- local callbacks = {
- ["force-sling:callback:isPlayerAdmin"] = function(source, target)
- if not target then target = source end
- return Admin:IsPlayerAdmin(target)
- end,
- ["force-sling:callback:getCachedPositions"] = function(source)
- local identifier = GetPlayerIdentifierByType(source, "license")
- local positions = json.decode(LoadResourceFile(resourceName, "json/positions.json")) or {}
- Debug("info", "Returning cached positions for identifier: " .. tostring(identifier))
- return positions[identifier] or {}
- end,
- ["force-sling:callback:getCachedPresets"] = function()
- Debug("info", "Returning cached presets")
- return json.decode(LoadResourceFile(resourceName, "json/presets.json")) or {}
- end,
- ["force-sling:callback:resetWeaponPositions"] = function(source, weapon)
- Debug("info",
- "Resetting weapon positions for source = " .. tostring(source) .. " and weapon = " .. tostring(weapon))
- local identifier = GetPlayerIdentifierByType(source, "license")
- local positions = json.decode(LoadResourceFile(resourceName, "json/positions.json")) or {}
- positions[identifier] = positions[identifier] or {}
- positions[identifier][weapon] = nil
- SaveResourceFile(resourceName, "json/positions.json", json.encode(positions), -1)
- return positions[identifier]
- end
- }
-
- for name, func in pairs(callbacks) do
- lib.callback.register(name, func)
- end
-
- Debug("info", "Server callbacks loaded")
-end
diff --git a/resources/[jobs]/[weapons]/force-sling/server/main.lua b/resources/[jobs]/[weapons]/force-sling/server/main.lua
deleted file mode 100644
index 5163680c4..000000000
--- a/resources/[jobs]/[weapons]/force-sling/server/main.lua
+++ /dev/null
@@ -1,183 +0,0 @@
-local positions = {}
-local presets = {}
-local positionsFile = 'positions.json'
-local presetsFile = 'presets.json'
-local attachedWeapons = {}
-
--- 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
-
--- Überprüfe ob ein Spieler eine Waffe besitzt
-local function DoesPlayerHaveWeapon(source, weaponName)
- if Config.Framework.name == "qbcore" then
- local Player = QBCore.Functions.GetPlayer(source)
- if Player then
- for _, item in pairs(Player.PlayerData.items) do
- if item.name == weaponName then
- return true
- end
- end
- end
- elseif Config.Framework.name == "esx" then
- local xPlayer = ESX.GetPlayerFromId(source)
- if xPlayer then
- local hasWeapon = xPlayer.hasWeapon(weaponName)
- return hasWeapon
- end
- end
- return false
-end
-
--- Load data when resource starts
-CreateThread(function()
- LoadPositions()
- LoadPresets()
-end)
-
--- Weapon sync with verification
-RegisterNetEvent('force-sling:server:syncWeapons')
-AddEventHandler('force-sling:server:syncWeapons', function(weaponData, action)
- local src = source
-
- if action == 'attach' then
- -- Überprüfe ob der Spieler die Waffe besitzt
- if not DoesPlayerHaveWeapon(src, weaponData.weaponName) then
- return
- end
-
- 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)
-
--- Callbacks
-lib.callback.register('force-sling:callback:getCachedPositions', function(source)
- local src = source
- local playerPositions = {}
-
- -- Filtere nur die Positionen für Waffen, die der Spieler besitzt
- for weaponName, posData in pairs(positions) do
- if DoesPlayerHaveWeapon(src, weaponName) then
- playerPositions[weaponName] = posData
- end
- end
-
- return playerPositions
-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
- if Config.Framework.name == "qbcore" then
- local Player = QBCore.Functions.GetPlayer(src)
- return Player and Player.PlayerData.admin or false
- elseif Config.Framework.name == "esx" then
- local xPlayer = ESX.GetPlayerFromId(src)
- return xPlayer and xPlayer.getGroup() == 'admin' or false
- end
- return false
-end)
-
-lib.callback.register('force-sling:callback:resetWeaponPositions', function(source, weapon)
- local src = source
- if weapon then
- if DoesPlayerHaveWeapon(src, weapon) then
- positions[weapon] = nil
- SavePositions()
- end
- else
- -- Beim kompletten Reset nur die Positionen der Waffen löschen, die der Spieler besitzt
- local newPositions = {}
- for weaponName, posData in pairs(positions) do
- if not DoesPlayerHaveWeapon(src, weaponName) then
- newPositions[weaponName] = posData
- end
- end
- positions = newPositions
- SavePositions()
- end
- 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
- -- Nur Admins können Presets speichern
- local isAdmin = lib.callback.await('force-sling:callback:isPlayerAdmin', src)
- if isAdmin then
- presets[weaponName] = data
- SavePresets()
- end
- else
- -- Überprüfe ob der Spieler die Waffe besitzt
- if DoesPlayerHaveWeapon(src, weaponName) then
- positions[weaponName] = data
- SavePositions()
- end
- end
-end)
-
--- Cleanup on player drop
-AddEventHandler('playerDropped', function()
- local src = source
- if attachedWeapons[src] then
- TriggerClientEvent('force-sling:client:cleanupPlayerWeapons', -1, src)
- attachedWeapons[src] = nil
- end
-end)
-
--- Periodische Überprüfung der angehängten Waffen
-CreateThread(function()
- while true do
- for playerId, weapons in pairs(attachedWeapons) do
- for weaponName, _ in pairs(weapons) do
- if not DoesPlayerHaveWeapon(playerId, weaponName) then
- -- Spieler hat die Waffe nicht mehr, entferne sie
- TriggerClientEvent('force-sling:client:syncWeapons', -1, playerId, {weaponName = weaponName}, 'detach')
- attachedWeapons[playerId][weaponName] = nil
- end
- end
- end
- Wait(5000) -- Alle 5 Sekunden überprüfen
- end
-end)
-
diff --git a/resources/[jobs]/[weapons]/force-sling/server/misc/admin.lua b/resources/[jobs]/[weapons]/force-sling/server/misc/admin.lua
deleted file mode 100644
index fcc75a161..000000000
--- a/resources/[jobs]/[weapons]/force-sling/server/misc/admin.lua
+++ /dev/null
@@ -1,61 +0,0 @@
-Admin = {}
-
---- Checks if a player is an admin.
----
---- This function determines if a player is an admin by checking their Discord roles
---- and global configuration settings.
----
---- @param target number The target player.
---- @return boolean | string The player's admin status and type.
---- - `isAdmin` (boolean): Whether the player is an admin.
---- - `adminType` (string): The type of admin ("none" or "global").
-function Admin:IsPlayerAdmin(target)
- Debug("info", "Checking if player is admin for target: " .. tostring(target))
- --- @type boolean | string
- local admin = false;
-
- -- Check if the player is an admin via global configuration
- if Config.Admin.Global.enabled and not admin then
- if Config.Admin.Global.ace then
- local isAdceAllowed = IsPlayerAceAllowed(target, Config.Admin.Global.ace)
- if isAdceAllowed then
- admin = "global"
- end
- end
-
- local identifiers = GetPlayerIdentifiers(target)
- for _, identifier in ipairs(identifiers) do
- if lib.table.contains(Config.Admin.Global.players, identifier) then
- admin = "global"
- break
- end
- end
- end
-
- Debug("info",
- "Admin check completed for target: " ..
- tostring(target) .. " admin: " .. tostring(admin))
- return admin
-end
-
---- Gets a player's identifier.
----
---- This function retrieves a specific type of identifier for a given player.
---- It logs the process of finding the identifier and returns the identifier if found.
----
---- @param target number The target player.
---- @param identifierType string The type of identifier to get.
---- @return string | nil The player's identifier.
-function Admin:getPlayerIdentifier(target, identifierType)
- Debug("info",
- "Getting player identifier for target: " .. tostring(target) .. " identifierType: " .. identifierType)
- local identifiers = GetPlayerIdentifiers(target)
- for _, identifier in ipairs(identifiers) do
- if string.find(identifier, identifierType) then
- Debug("info", "Player identifier for target: " .. tostring(target) .. " is: " .. tostring(identifier))
- return identifier
- end
- end
- Debug("info", "Player identifier for target: " .. tostring(target) .. " not found")
- return nil
-end
diff --git a/resources/[jobs]/[weapons]/force-sling/shared/functions.lua b/resources/[jobs]/[weapons]/force-sling/shared/functions.lua
deleted file mode 100644
index 8e191bc33..000000000
--- a/resources/[jobs]/[weapons]/force-sling/shared/functions.lua
+++ /dev/null
@@ -1,56 +0,0 @@
-function IsResourceStartingOrStarted(resource)
- return GetResourceState(resource) == "starting" or GetResourceState(resource) == "started"
-end
-
-function Debug(level, message, ...)
- if not Config.Debug then return end
-
- local levels = {
- error = function(msg) lib.print.error(msg) end,
- warn = function(msg) lib.print.warn(msg) end,
- info = function(msg) lib.print.info(msg) end,
- debug = function(msg) lib.print.debug(msg) end
- }
-
- local fn = levels[level] or levels.info
- fn(string.format(message, ...))
-end
-
-function InitFramework()
- if not Config.Framework.name == "auto" then return end
- local frameworks = {
- { name = "esx", resource = "es_extended" },
- { name = "qbx", resource = "qbx_core" },
- { name = "qbcore", resource = "qb-core" }
- }
-
- Debug("info", "Initializing framework")
- for _, framework in ipairs(frameworks) do
- if IsResourceStartingOrStarted(framework.resource) then
- Config.Framework = framework
- return
- end
- end
- Debug("info", "Framework initialized: " .. Config.Framework.name)
-end
-
-function InitInventory()
- if not Config.Inventory == "auto" then return end
- local inventories = {
- { name = "qs-inventory", resource = "qs-inventory" },
- { name = "core_inventory", resource = "core_inventory" },
- { name = "qb-inventory", resource = "qb-inventory" },
- { name = "ox_inventory", resource = "ox_inventory" }
- }
-
- Debug("info", "Initializing inventory")
- for _, inventory in ipairs(inventories) do
- if IsResourceStartingOrStarted(inventory.resource) then
- Config.Inventory = inventory.name
- Debug("info", "Inventory initialized: " .. Config.Inventory)
- return
- end
- end
- Config.Inventory = "none"
- Debug("info", "Inventory initialized: " .. Config.Inventory)
-end
diff --git a/resources/[jobs]/[weapons]/force-sling/shared/variables.lua b/resources/[jobs]/[weapons]/force-sling/shared/variables.lua
deleted file mode 100644
index c0642eb39..000000000
--- a/resources/[jobs]/[weapons]/force-sling/shared/variables.lua
+++ /dev/null
@@ -1 +0,0 @@
-otherPlayersWeapons = {}
diff --git a/resources/[jobs]/[weapons]/force-sling/version.lua b/resources/[jobs]/[weapons]/force-sling/version.lua
deleted file mode 100644
index 95061582c..000000000
--- a/resources/[jobs]/[weapons]/force-sling/version.lua
+++ /dev/null
@@ -1,93 +0,0 @@
-lib.versionCheck('Force-Developing/force-sling')
-
-local latestVersionUrl =
-"https://gist.githubusercontent.com/Force-Developing/ee739a3263bc3421257d901e53e27b10/raw/force-sling"
-local currentVersion = GetResourceMetadata(GetCurrentResourceName(), 'version', 0)
-
-local function parseVersion(version)
- local major, minor, patch = version:match("(%d+)%.(%d+)%.(%d+)")
- if not major then return nil end
- return {
- major = tonumber(major),
- minor = tonumber(minor),
- patch = tonumber(patch)
- }
-end
-
-local function isNewerVersion(current, latest)
- local currentParsed = parseVersion(current)
- local latestParsed = parseVersion(latest)
-
- if not currentParsed or not latestParsed then
- return false
- end
-
- if latestParsed.major > currentParsed.major then return true end
- if latestParsed.major < currentParsed.major then return false end
- if latestParsed.minor > currentParsed.minor then return true end
- if latestParsed.minor < currentParsed.minor then return false end
- return latestParsed.patch > currentParsed.patch
-end
-
-local function formatChangelogs(changelogs)
- if not changelogs then return "No changelog available" end
- return changelogs:gsub("%-", "\n-"):gsub("^%s*(.-)%s*$", "%1")
-end
-
-local function versionCheck()
- PerformHttpRequest(latestVersionUrl, function(err, response, headers)
- if err ~= 200 then
- lib.print.error(string.format("Version check failed with error code: %s", err))
- return
- end
-
- local success, result = pcall(function()
- local version, changelogs = response:match("<(.-)>(.-)<")
- if not version then
- version = response:match("<(.-)>")
- changelogs = response:match(">(.-)<")
- end
-
- if not version then
- error("Invalid version format in response")
- end
-
- version = version:gsub("[<>]", "")
- local isNewer = isNewerVersion(currentVersion, version)
-
- local output = string.format([[
--------------
-Current Version: %s
-Latest Version: %s
--------------
-%s
--------------]],
- currentVersion,
- version,
- isNewer and string.format(
- "Update available!\nChangelogs:\n%s",
- formatChangelogs(changelogs)
- ) or "You are running the latest version."
- )
-
- if isNewer then
- lib.print.warn(output)
- else
- lib.print.info(output)
- end
- end)
-
- if not success then
- lib.print.error(string.format("Failed to process version check: %s", result))
- end
- end, 'GET', '', {
- ['Cache-Control'] = 'no-cache',
- ['Content-Type'] = 'application/json',
- ['User-Agent'] = string.format('force-appearance/%s', currentVersion)
- })
-end
-
-CreateThread(function()
- Wait(5000)
- versionCheck()
-end)