Main/resources/[test]/uz_PureHud/client.lua
2025-06-07 08:51:21 +02:00

534 lines
No EOL
18 KiB
Lua

Framework, PlayerLoaded, SpeedType, PlayerPed, stress, seatbeltOn = nil, false, nil, nil, 0, false
Framework = GetFramework()
Callback = (Customize.Framework == "ESX" or Customize.Framework == "NewESX") and Framework.TriggerServerCallback or Framework.Functions.TriggerCallback
-- Optimization
Citizen.CreateThread(function()
Citizen.Wait(1)
while true do
PlayerPed = PlayerPedId()
Citizen.Wait(4500)
end
end)
RegisterNetEvent('PlayerLoaded', function(set)
stress = Customize.Stress and set or 0
FirstSetUp()
LoadRectMinimap()
end)
function FirstSetUp()
SpeedType = Customize.SpeedometerTypeKMH and 3.6 or 2.23694
SendReactMessage('setFirstSetUp', {
ID = GetPlayerServerId(PlayerId()),
ServerName = Customize.ServerName,
AlwaysOnMinimap = Customize.AlwaysOnMinimap,
SpeedType = Customize.SpeedometerTypeKMH and 'km/h' or 'mp/h',
MoneyType = Customize.MoneyType,
StreetDisplay = Customize.StreetDisplay,
UIColor = Customize.UIColor,
Display = Customize.Display,
StressDisplay = Customize.Stress,
setVisible = true
})
if (Customize.Framework == "ESX" or Customize.Framework == "NewESX") then
Callback('GetMoney', function(bank) SendReactMessage('setMoney', bank) end)
else
TriggerServerEvent('QBCore:UpdatePlayer')
SendReactMessage('setMoney', Framework.Functions.GetPlayerData().money.bank)
end
SendReactMessage('setUpdateStress', math.ceil(stress))
PlayerLoaded = true
end
Citizen.CreateThread(function() -- Online Players
local wait
while true do
if Optimize() then
Callback('Players', function(Get) SendReactMessage('setPlayersUpdate', Get) end)
wait = Customize.OnlinePlayersRefreshTime or 25000
else
wait = 2000
end
Citizen.Wait(wait)
end
end)
function Optimize()
if Framework == nil or not PlayerLoaded or PlayerPed == nil then
return false
else
return true
end
end
-- ! Health
local LastHealth
Citizen.CreateThread(function()
local wait
while true do
if Optimize() then
local Health = math.floor((GetEntityHealth(PlayerPed)/2))
if IsPedInAnyVehicle(PlayerPed) then wait = 250 else wait = 650 end
if Health ~= LastHealth then
if GetEntityModel(PlayerPed) == `mp_f_freemode_01` and Health ~= 0 then Health = (Health+13) end
SendReactMessage('setHealth', Health)
LastHealth = Health
else
wait = wait + 1200
end
else
Citizen.Wait(2000)
end
Citizen.Wait(wait)
end
end)
-- ! Armour
local LastArmour
Citizen.CreateThread(function()
while true do
if Optimize() then
local Armour = GetPedArmour(PlayerPed)
if Armour ~= LastArmour then
SendReactMessage('setArmour', Armour)
Citizen.Wait(2500)
LastArmour = Armour
else
Citizen.Wait(4321)
end
else
Citizen.Wait(2000)
end
end
end)
-- ! Stamina
Citizen.CreateThread(function()
local wait, LastOxygen
while true do
local Player = PlayerId()
local newoxygen = GetPlayerSprintStaminaRemaining(Player)
if IsPedInAnyVehicle(PlayerPed) then wait = 2100 end
if LastOxygen ~= newoxygen then
wait = 125
if IsEntityInWater(PlayerPed) then
oxygen = GetPlayerUnderwaterTimeRemaining(Player) * 10
else
oxygen = 100 - GetPlayerSprintStaminaRemaining(Player)
end
LastOxygen = newoxygen
SendReactMessage('setStamina', math.ceil(oxygen))
else
wait = 1850
end
Citizen.Wait(wait)
end
end)
-- ? Status
RegisterNetEvent('hud:client:UpdateNeeds', function(newHunger, newThirst) -- Triggered in qb-core
local Hungerr = 0
local Thirstt = 0
if math.ceil(newHunger) > 100 then
Hungerr = 100
else
Hungerr = math.ceil(newHunger)
end
if math.ceil(newThirst) > 100 then
Thirstt = 100
else
Thirstt = math.ceil(newThirst)
end
SendReactMessage('setUpdateNeeds', { Hunger = Hungerr, Thirst = Thirstt })
end)
Citizen.CreateThread(function()
if Customize.Framework == "NewESX" or Customize.Framework == "ESX" then
Citizen.CreateThread(function()
Citizen.Wait(2500)
TriggerEvent('esx_status:getStatus', 'hunger', function(hunger)
TriggerEvent('esx_status:getStatus', 'thirst', function(thirst)
SendReactMessage('setUpdateNeeds', { Hunger = math.ceil(hunger.getPercent()), Thirst = math.ceil(thirst.getPercent()) })
end)
end)
end)
RegisterNetEvent("esx_status:onTick")
AddEventHandler("esx_status:onTick", function(data)
for _,v in pairs(data) do
if v.name == "hunger" then
SendReactMessage('setUpdateNeedsHunger', math.ceil(v.percent))
elseif v.name == "thirst" then
SendReactMessage('setUpdateNeedsThirst', math.ceil(v.percent))
end
end
end)
RegisterNetEvent('esx_status:update')
AddEventHandler('esx_status:update', function(data)
for _,v in pairs(data) do
if v.name == "hunger" then
SendReactMessage('setUpdateNeedsHunger', math.ceil(v.percent))
elseif v.name == "thirst" then
SendReactMessage('setUpdateNeedsThirst', math.ceil(v.percent))
end
end
end)
end
end)
-- ? Speedometer
local LastSpeed, LastRpm, LastEngine, LastLight, LastSeatbelt
local LastFuel = 0
Citizen.CreateThread(function()
DisplayRadar(false)
local wait
while true do
if Optimize() then
if IsPedInAnyVehicle(PlayerPed) then
local Vehicle = GetVehiclePedIsIn(PlayerPed, false)
if Vehicle then
local Plate = GetVehicleNumberPlateText(Vehicle)
SendReactMessage('setSpedometer', true)
wait = 90
local LightVal, LightLights, LightHighlights = GetVehicleLightsState(Vehicle)
Light = false
if LightLights == 1 and LightHighlights == 0 or LightLights == 1 and LightHighlights == 1 then Light = true end
local Speed, Rpm, Fuel, Engine = GetEntitySpeed(Vehicle), GetVehicleCurrentRpm(Vehicle), getFuelLevel(Vehicle), GetIsVehicleEngineRunning(Vehicle)
local VehGear = GetVehicleCurrentGear(Vehicle)
if (Speed == 0 and VehGear == 0) or (Speed == 0 and VehGear == 1) then VehGear = 'N' elseif Speed > 0 and VehGear == 0 then VehGear = 'R' end
if LastSeatbelt ~= seatbeltOn or LastSpeed ~= Speed or LastRpm ~= Rpm or LastFuel ~= Fuel or LastEngine ~= Engine or LastLight ~= Light then
SendReactMessage('Speed', {
Speed = ("%.1d"):format(math.ceil(Speed * SpeedType)),
Rpm = Rpm,
Gear = VehGear,
Fuel = Fuel,
EngineDamage = GetVehicleEngineHealth(Vehicle) / 10,
Engine = Engine,
Seatbelt = seatbeltOn,
Light = Light,
})
LastSpeed, LastRpm, LastFuel, LastEngine, LastLight = Speed, Rpm, Fuel, Engine, Light
LastSeatbelt = seatbeltOn
else wait = 175
end
DisplayRadar(true)
end
else
SendReactMessage('setSpedometer', false)
DisplayRadar((Customize.AlwaysOnMinimap) and true or false)
-- if not Customize.AlwaysOnMinimap then DisplayRadar((not Customize.AlwaysOnMinimap) and false or true) end
wait = 2750
end
else
Citizen.Wait(2000)
end
Citizen.Wait(wait)
end
end)
local lastFuelUpdate = 0
function getFuelLevel(vehicle)
local updateTick = GetGameTimer()
if (updateTick - lastFuelUpdate) > 2000 then
lastFuelUpdate = updateTick
LastFuel = math.floor(Customize.GetVehFuel(vehicle))
end
return LastFuel
end
if Customize.StreetDisplay then
local LastStreet1, LastStreet1
Citizen.CreateThread(function()
local wait = 2500
while true do
local Coords = GetEntityCoords(PlayerPed)
local Street1, Street2 = GetStreetNameAtCoord(Coords.x, Coords.y, Coords.z, Citizen.ResultAsInteger(), Citizen.ResultAsInteger())
if IsPedInAnyVehicle(PlayerPed) then wait = 1700 else wait = 4000 end
StreetName1 = GetLabelText(GetNameOfZone(Coords.x, Coords.y, Coords.z))
StreetName2 = GetStreetNameFromHashKey(Street1)
if Street1 ~= LastStreet1 or Street2 ~= LastStreet2 then
SendReactMessage('setStreet', {
Street1 = StreetName1,
Street2 = StreetName2
})
LastStreet1 = StreetName1
LastStreet2 = StreetName2
else
wait = wait + 2100
end
Citizen.Wait(wait)
end
end)
end
-- Stress
-- Stress Gain
RegisterNetEvent('UpdateStress', function(newStress) -- Add this event with adding stress elsewhere (QBCore)
SendReactMessage('setUpdateStress', math.ceil(newStress))
stress = newStress
end)
if Customize.Stress then
CreateThread(function() -- Speeding
while true do
if Optimize() then
if IsPedInAnyVehicle(PlayerPed, false) then
local speed = GetEntitySpeed(GetVehiclePedIsIn(PlayerPed, false)) * SpeedType
local stressSpeed = seatbeltOn and Customize.MinimumSpeed or Customize.MinimumSpeedUnbuckled
if speed >= stressSpeed then
TriggerServerEvent('SetStress', math.random(1, 3))
end
end
end
Wait(10000)
end
end)
local function IsWhitelistedWeaponStress(weapon)
if weapon then
for _, v in pairs(Customize.WhitelistedWeaponStress) do
if weapon == v then
return true
end
end
end
return false
end
CreateThread(function() -- Shooting
while true do
if Optimize() then
local weapon = GetSelectedPedWeapon(PlayerPed)
if weapon ~= `WEAPON_UNARMED` then
if IsPedShooting(PlayerPed) and not IsWhitelistedWeaponStress(weapon) then
if math.random() < Customize.StressChance then
TriggerServerEvent('SetStress', math.random(1, 3))
end
end
else
Wait(1000)
end
end
Wait(8)
end
end)
-- Stress Screen Effects
function GetBlurIntensity(stresslevel)
for _, v in pairs(Customize.Intensity) do
if stresslevel >= v.min and stresslevel <= v.max then
return v.intensity
end
end
return 1500
end
function GetEffectInterval(stresslevel)
for _, v in pairs(Customize.EffectInterval) do
if stresslevel >= v.min and stresslevel <= v.max then
return v.timeout
end
end
return 60000
end
CreateThread(function()
while true do
local effectInterval = GetEffectInterval(stress)
if stress >= 100 then
local BlurIntensity = GetBlurIntensity(stress)
local FallRepeat = math.random(2, 4)
local RagdollTimeout = FallRepeat * 1750
TriggerScreenblurFadeIn(1000.0)
Wait(BlurIntensity)
TriggerScreenblurFadeOut(1000.0)
if not IsPedRagdoll(PlayerPed) and IsPedOnFoot(PlayerPed) and not IsPedSwimming(PlayerPed) then
SetPedToRagdollWithFall(PlayerPed, RagdollTimeout, RagdollTimeout, 1, GetEntityForwardVector(PlayerPed), 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
end
Wait(1000)
for _ = 1, FallRepeat, 1 do
Wait(750)
DoScreenFadeOut(200)
Wait(1000)
DoScreenFadeIn(200)
TriggerScreenblurFadeIn(1000.0)
Wait(BlurIntensity)
TriggerScreenblurFadeOut(1000.0)
end
elseif stress >= Customize.MinimumStress then
local BlurIntensity = GetBlurIntensity(stress)
TriggerScreenblurFadeIn(1000.0)
Wait(BlurIntensity)
TriggerScreenblurFadeOut(1000.0)
end
Wait(effectInterval)
end
end)
end
-- ? seatbelt
RegisterNetEvent('seatbelt:client:ToggleSeatbelt', function() -- Triggered in smallresources
seatbeltOn = not seatbeltOn
end)
exports("SeatbeltState", function(state)
seatbeltOn = state
end)
-- ? Money
RegisterNetEvent("QBCore:Player:SetPlayerData")
AddEventHandler("QBCore:Player:SetPlayerData", function(data)
SendReactMessage('setMoney', data.money.bank)
end)
RegisterNetEvent('esx:setAccountMoney', function(account)
if account.name == 'bank' then
SendReactMessage('setBankMoney', account.money)
end
end)
function SendReactMessage(action, data) SendNUIMessage({ action = action, data = data }) end
-- ? Map
-- Minimap update
-- CreateThread(function()
-- while true do
-- SetRadarBigmapEnabled(false, false)
-- SetRadarZoom(1000)
-- Wait(500)
-- end
-- end)
Citizen.CreateThread(function()
local minimap = RequestScaleformMovie("minimap")
SetRadarBigmapEnabled(true, false)
Wait(0)
SetRadarBigmapEnabled(false, false)
end)
CreateThread(function()
local minimap = RequestScaleformMovie("minimap")
if not HasScaleformMovieLoaded(minimap) then
RequestScaleformMovie(minimap)
while not HasScaleformMovieLoaded(minimap) do Wait(1) end
end
end)
Citizen.CreateThread(function()
while true do
Citizen.Wait(1)
HideHudComponentThisFrame(6) -- VEHICLE_NAME
HideHudComponentThisFrame(7) -- AREA_NAME
HideHudComponentThisFrame(8) -- VEHICLE_CLASS
HideHudComponentThisFrame(9) -- STREET_NAME
HideHudComponentThisFrame(3) -- CASH
HideHudComponentThisFrame(4) -- MP_CASH
end
end)
function LoadRectMinimap()
local defaultAspectRatio = 1920/1080 -- Don't change this.
local resolutionX, resolutionY = GetActiveScreenResolution()
local aspectRatio = resolutionX/resolutionY
local minimapOffset = 0
if aspectRatio > defaultAspectRatio then
minimapOffset = ((defaultAspectRatio-aspectRatio)/3.6)-0.008
end
RequestStreamedTextureDict("squaremap", false)
while not HasStreamedTextureDictLoaded("squaremap") do
Wait(150)
end
SetMinimapClipType(0)
AddReplaceTexture("platform:/textures/graphics", "radarmasksm", "squaremap", "radarmasksm")
AddReplaceTexture("platform:/textures/graphics", "radarmask1g", "squaremap", "radarmasksm")
-- 0.0 = nav symbol and icons left
-- 0.1638 = nav symbol and icons stretched
-- 0.216 = nav symbol and icons raised up
SetMinimapComponentPosition("minimap", "L", "B", 0.0 + minimapOffset, -0.047, 0.1638, 0.183)
-- icons within map
SetMinimapComponentPosition("minimap_mask", "L", "B", 0.0 + minimapOffset, 0.0, 0.128, 0.20)
-- -0.01 = map pulled left
-- 0.025 = map raised up
-- 0.262 = map stretched
-- 0.315 = map shorten
SetMinimapComponentPosition('minimap_blur', 'L', 'B', -0.01 + minimapOffset, 0.025, 0.262, 0.300)
SetBlipAlpha(GetNorthRadarBlip(), 0)
SetRadarBigmapEnabled(true, false)
SetMinimapClipType(0)
Wait(0)
SetRadarBigmapEnabled(false, false)
end
RegisterNetEvent('esx_basicneeds:onEat')
AddEventHandler('esx_basicneeds:onEat', function()
TriggerServerEvent('SetStress', -math.random(5, 15))
end)
RegisterNetEvent('consumables:client:Eat')
AddEventHandler('consumables:client:Eat', function()
TriggerServerEvent('SetStress', -math.random(5, 15))
end)
RegisterNetEvent('consumables:client:Drink')
AddEventHandler('consumables:client:Drink', function()
TriggerServerEvent('SetStress', -math.random(5, 15))
end)
RegisterNetEvent('consumables:client:DrinkAlcohol')
AddEventHandler('consumables:client:DrinkAlcohol', function()
TriggerServerEvent('SetStress', -math.random(5, 15))
end)
RegisterNetEvent('esx_optionalneeds:onDrink')
AddEventHandler('esx_optionalneeds:onDrink', function()
TriggerServerEvent('SetStress', -math.random(5, 15))
end)
RegisterNetEvent('esx_basicneeds:onDrink')
AddEventHandler('esx_basicneeds:onDrink', function()
TriggerServerEvent('SetStress', -math.random(5, 15))
end)
AddEventHandler('esx:onPlayerDeath', function()
TriggerServerEvent('SetStress', -100)
end)
RegisterNetEvent('hospital:client:RespawnAtHospital')
AddEventHandler('hospital:client:RespawnAtHospital', function()
TriggerServerEvent('SetStress', -100)
end)
RegisterNetEvent('hospital:client:Revive')
AddEventHandler('hospital:client:Revive', function()
TriggerServerEvent('SetStress', -100)
end)