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commit 4c20cfc716
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### Node
# Dependencies
node_modules/
# Logs
*.log
# Runtime data
*.pid
*.pid.lock
# Coverage
coverage/
*.lcov
.nyc_output
# Build output
dist/
build/Release
# TypeScript cache
*.tsbuildinfo
# Framework build output and caches
.cache
.parcel-cache
.next
out/
.nuxt
# dotenv environment variable files
.env
.env.local
.env.*.local
# npm cache directory
.npm
*.tgz
# yarn v2
.yarn/cache
.yarn/unplugged
.yarn/install-state.gz
.pnp.*
### Windows
# Windows thumbnail cache files
Thumbs.db
# Folder config file
[Dd]esktop.ini
# Recycle Bin used on file shares
$RECYCLE.BIN/
# Windows shortcuts
*.lnk
### VS Code
# VSCode settings (keep shared configuration)
.vscode/*
!.vscode/settings.json
!.vscode/tasks.json
!.vscode/launch.json
!.vscode/extensions.json
# Local History for Visual Studio Code
.history/
# Built Visual Studio Code Extensions
*.vsix
# =========================================================
# FiveM / FXServer / ESX Git Ignore
# Sauber für Server-Repos - Cache/DB/Runtime wird ignoriert
# =========================================================
# ---------------------------------------------------------
# FiveM / FXServer Runtime Cache
# ---------------------------------------------------------
cache/
.cache/
server-cache/
server-cache-priv/
# Generated cache files
*.rpf.db
*.sf1.db
*.sst
*.ldb
*.log
LOCK
CURRENT
IDENTITY
MANIFEST-*
# ---------------------------------------------------------
# FiveM Runtime Database / RocksDB / Local DB
# ---------------------------------------------------------
db/
database/
*.sqlite
*.sqlite3
*.db
*.db-shm
*.db-wal
# ---------------------------------------------------------
# txAdmin Runtime Data
# ---------------------------------------------------------
txData/
txAdmin/
monitor/
logs/
crashes/
# ---------------------------------------------------------
# Sensitive Configs / Secrets
# WICHTIG: server.cfg enthält oft sv_licenseKey und DB-Passwort
# ---------------------------------------------------------
server.cfg
server_private.cfg
secrets.cfg
permissions.cfg
.env
.env.*
!.env.example
# Common secret/key files
*.pem
*.key
*.crt
*.pfx
*.p12
# ---------------------------------------------------------
# Backups / Dumps
# ---------------------------------------------------------
backup/
backups/
dumps/
dump/
*.bak
*.backup
*.dump
# SQL Dumps ignorieren, aber Install-SQL behalten
*.sql.gz
*.sql.zip
*_backup.sql
*_dump.sql
backup_*.sql
dump_*.sql
# ---------------------------------------------------------
# Logs
# ---------------------------------------------------------
*.log
npm-debug.log*
yarn-debug.log*
yarn-error.log*
pnpm-debug.log*
# ---------------------------------------------------------
# Node / NPM / Yarn / PNPM
# ---------------------------------------------------------
node_modules/
package-lock.json
yarn.lock
pnpm-lock.yaml
# ---------------------------------------------------------
# Build Output
# ---------------------------------------------------------
dist/
build/
out/
release/
tmp/
temp/
# ---------------------------------------------------------
# Lua / Resource Temp Files
# ---------------------------------------------------------
*.luac
*.tmp
*.temp
# ---------------------------------------------------------
# Windows Trash
# ---------------------------------------------------------
Thumbs.db
desktop.ini
$RECYCLE.BIN/
# ---------------------------------------------------------
# macOS Trash
# ---------------------------------------------------------
.DS_Store
.AppleDouble
.LSOverride
# ---------------------------------------------------------
# Linux Trash
# ---------------------------------------------------------
*~
.directory
.Trash-*
# ---------------------------------------------------------
# IDE / Editor
# ---------------------------------------------------------
.vscode/
.idea/
*.suo
*.user
*.userosscache
*.sln.docstates
# ---------------------------------------------------------
# Git / Tooling Garbage
# ---------------------------------------------------------
*.orig
*.rej
*.swp
*.swo
# ---------------------------------------------------------
# Optional: Local-only folders
# ---------------------------------------------------------
local/
private/
_private/

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-- This resource is part of the default Cfx.re asset pack (cfx-server-data)
-- Altering or recreating for local use only is strongly discouraged.
version '1.0.0'
author 'Cfx.re <root@cfx.re>'
description 'Example spawn points for FiveM with a "hipster" model.'
repository 'https://github.com/citizenfx/cfx-server-data'
resource_type 'map' { gameTypes = { ['basic-gamemode'] = true } }
map 'map.lua'
fx_version 'adamant'
game 'gta5'

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vehicle_generator "airtug" { -54.26639938354492, -1679.548828125, 28.4414, heading = 228.2736053466797 }
spawnpoint 'a_m_y_hipster_01' { x = -802.311, y = 175.056, z = 72.8446 }
spawnpoint 'a_m_y_hipster_02' { x = -9.96562, y = -1438.54, z = 31.1015 }
spawnpoint 'a_m_y_hipster_01' { x = 0.916756, y = 528.485, z = 174.628 }
spawnpoint 'a_m_y_hipster_01' { x = -181.615, y = 852.8, z = 232.701 }
spawnpoint 'a_m_y_hipster_02' { x = 657.723, y = 457.342, z = 144.641 }
spawnpoint 'a_m_y_hipster_01' { x = 134.387, y = 1150.31, z = 231.594 }
spawnpoint 'a_m_y_hipster_02' { x = 726.14, y = 1196.91, z = 326.262 }
spawnpoint 'a_m_y_hipster_01' { x = 740.792, y = 1283.62, z = 360.297 }
spawnpoint 'a_m_y_hipster_02' { x = -437.009, y = 1059.59, z = 327.331 }
spawnpoint 'a_m_y_hipster_01' { x = -428.771, y = 1596.8, z = 356.338 }
spawnpoint 'a_m_y_hipster_02' { x = -1348.78, y = 723.87, z = 186.45 }
spawnpoint 'a_m_y_hipster_01' { x = -1543.24, y = 830.069, z = 182.132 }
spawnpoint 'a_m_y_hipster_02' { x = -2150.48, y = 222.019, z = 184.602 }
spawnpoint 'a_m_y_hipster_01' { x = -3032.13, y = 22.2157, z = 10.1184 }
spawnpoint 'a_m_y_hipster_02' { x = 3063.97, y = 5608.88, z = 209.245 }
spawnpoint 'a_m_y_hipster_01' { x = -2614.35, y = 1872.49, z = 167.32 }
spawnpoint 'a_m_y_hipster_02' { x = -1873.94, y = 2088.73, z = 140.994 }
spawnpoint 'a_m_y_hipster_01' { x = -597.177, y = 2092.16, z = 131.413 }
spawnpoint 'a_m_y_hipster_02' { x = 967.126, y = 2226.99, z = 54.0588 }
spawnpoint 'a_m_y_hipster_01' { x = -338.043, y = 2829, z = 56.0871 }
spawnpoint 'a_m_y_hipster_02' { x = 1082.25, y = -696.921, z = 58.0099 }
spawnpoint 'a_m_y_hipster_01' { x = 1658.31, y = -13.9234, z = 169.992 }
spawnpoint 'a_m_y_hipster_02' { x = 2522.98, y = -384.436, z = 92.9928 }
spawnpoint 'a_m_y_hipster_01' { x = 2826.27, y = -656.489, z = 1.87841 }
spawnpoint 'a_m_y_hipster_02' { x = 2851.12, y = 1467.5, z = 24.5554 }
spawnpoint 'a_m_y_hipster_01' { x = 2336.33, y = 2535.39, z = 46.5177 }
spawnpoint 'a_m_y_hipster_02' { x = 2410.46, y = 3077.88, z = 48.1529 }
spawnpoint 'a_m_y_hipster_01' { x = 2451.15, y = 3768.37, z = 41.3477 }
spawnpoint 'a_m_y_hipster_02' { x = 3337.78, y = 5174.8, z = 18.2108 }
spawnpoint 'a_m_y_hipster_01' { x = -1119.33, y = 4978.52, z = 186.26 }
spawnpoint 'a_m_y_hipster_02' { x = 2877.3, y = 5911.57, z = 369.618 }
spawnpoint 'a_m_y_hipster_01' { x = 2942.1, y = 5306.73, z = 101.52 }
spawnpoint 'a_m_y_hipster_02' { x = 2211.29, y = 5577.94, z = 53.872 }
spawnpoint 'a_m_y_hipster_01' { x = 1602.39, y = 6623.02, z = 15.8417 }
spawnpoint 'a_m_y_hipster_02' { x = 66.0113, y = 7203.58, z = 3.16 }
spawnpoint 'a_m_y_hipster_01' { x = -219.201, y = 6562.82, z = 10.9706 }
spawnpoint 'a_m_y_hipster_02' { x = -45.1562, y = 6301.64, z = 31.6114 }
spawnpoint 'a_m_y_hipster_01' { x = -1004.77, y = 4854.32, z = 274.606 }
spawnpoint 'a_m_y_hipster_02' { x = -1580.01, y = 5173.3, z = 19.5813 }
spawnpoint 'a_m_y_hipster_01' { x = -1467.95, y = 5416.2, z = 23.5959 }
spawnpoint 'a_m_y_hipster_02' { x = -2359.31, y = 3243.83, z = 92.9037 }
spawnpoint 'a_m_y_hipster_01' { x = -2612.96, y = 3555.03, z = 4.85649 }
spawnpoint 'a_m_y_hipster_02' { x = -2083.27, y = 2616.94, z = 3.08396 }
spawnpoint 'a_m_y_hipster_01' { x = -524.471, y = 4195, z = 193.731 }
spawnpoint 'a_m_y_hipster_02' { x = -840.713, y = 4183.18, z = 215.29 }
spawnpoint 'a_m_y_hipster_01' { x = -1576.24, y = 2103.87, z = 67.576 }
spawnpoint 'a_m_y_hipster_02' { x = -1634.37, y = 209.816, z = 60.6413 }
spawnpoint 'a_m_y_hipster_01' { x = -1495.07, y = 142.697, z = 55.6527 }
spawnpoint 'a_m_y_hipster_02' { x = -1715.41, y = -197.722, z = 57.698 }
spawnpoint 'a_m_y_hipster_01' { x = -1181.07, y = -505.544, z = 35.5661 }
spawnpoint 'a_m_y_hipster_02' { x = -1712.37, y = -1082.91, z = 13.0801 }
spawnpoint 'a_m_y_hipster_01' { x = -1352.43, y = -1542.75, z = 4.42268 }
spawnpoint 'a_m_y_hipster_02' { x = -1756.89, y = 427.531, z = 127.685 }
spawnpoint 'a_m_y_hipster_01' { x = 3060.2, y = 2113.2, z = 1.6613 }
spawnpoint 'a_m_y_hipster_02' { x = 501.646, y = 5604.53, z = 797.91 }
spawnpoint 'a_m_y_hipster_01' { x = 714.109, y = 4151.15, z = 35.7792 }
spawnpoint 'a_m_y_hipster_02' { x = -103.651, y = -967.93, z = 296.52 }
spawnpoint 'a_m_y_hipster_01' { x = -265.333, y = -2419.35, z = 122.366 }
spawnpoint 'a_m_y_hipster_02' { x = 1788.25, y = 3890.34, z = 34.3849 }
--

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-- This resource is part of the default Cfx.re asset pack (cfx-server-data)
-- Altering or recreating for local use only is strongly discouraged.
version '1.0.0'
author 'Cfx.re <root@cfx.re>'
description 'Example spawn points for FiveM with a "skater" model.'
repository 'https://github.com/citizenfx/cfx-server-data'
resource_type 'map' { gameTypes = { ['basic-gamemode'] = true } }
map 'map.lua'
fx_version 'adamant'
game 'gta5'

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spawnpoint 'a_m_y_skater_01' { x = -802.311, y = 175.056, z = 72.8446 }
spawnpoint 'a_m_y_skater_02' { x = -9.96562, y = -1438.54, z = 31.1015 }
spawnpoint 'a_m_y_skater_01' { x = 0.916756, y = 528.485, z = 174.628 }
spawnpoint 'a_m_y_skater_02' { x = 1975.86, y = 3821.03, z = 33.4501 }
spawnpoint 'a_m_y_skater_01' { x = -181.615, y = 852.8, z = 232.701 }
spawnpoint 'a_m_y_skater_02' { x = 657.723, y = 457.342, z = 144.641 }
spawnpoint 'a_m_y_skater_01' { x = 134.387, y = 1150.31, z = 231.594 }
spawnpoint 'a_m_y_skater_02' { x = 726.14, y = 1196.91, z = 326.262 }
spawnpoint 'a_m_y_skater_01' { x = 740.792, y = 1283.62, z = 360.297 }
spawnpoint 'a_m_y_skater_02' { x = -437.009, y = 1059.59, z = 327.331 }
spawnpoint 'a_m_y_skater_01' { x = -428.771, y = 1596.8, z = 356.338 }
spawnpoint 'a_m_y_skater_02' { x = -1348.78, y = 723.87, z = 186.45 }
spawnpoint 'a_m_y_skater_01' { x = -1543.24, y = 830.069, z = 182.132 }
spawnpoint 'a_m_y_skater_02' { x = -2150.48, y = 222.019, z = 184.602 }
spawnpoint 'a_m_y_skater_01' { x = -3032.13, y = 22.2157, z = 10.1184 }
spawnpoint 'a_m_y_skater_02' { x = 3063.97, y = 5608.88, z = 209.245 }
spawnpoint 'a_m_y_skater_01' { x = -2614.35, y = 1872.49, z = 167.32 }
spawnpoint 'a_m_y_skater_02' { x = -1873.94, y = 2088.73, z = 140.994 }
spawnpoint 'a_m_y_skater_01' { x = -597.177, y = 2092.16, z = 131.413 }
spawnpoint 'a_m_y_skater_02' { x = 967.126, y = 2226.99, z = 54.0588 }
spawnpoint 'a_m_y_skater_01' { x = -338.043, y = 2829, z = 56.0871 }
spawnpoint 'a_m_y_skater_02' { x = 1082.25, y = -696.921, z = 58.0099 }
spawnpoint 'a_m_y_skater_01' { x = 1658.31, y = -13.9234, z = 169.992 }
spawnpoint 'a_m_y_skater_02' { x = 2522.98, y = -384.436, z = 92.9928 }
spawnpoint 'a_m_y_skater_01' { x = 2826.27, y = -656.489, z = 1.87841 }
spawnpoint 'a_m_y_skater_02' { x = 2851.12, y = 1467.5, z = 24.5554 }
spawnpoint 'a_m_y_skater_01' { x = 2336.33, y = 2535.39, z = 46.5177 }
spawnpoint 'a_m_y_skater_02' { x = 2410.46, y = 3077.88, z = 48.1529 }
spawnpoint 'a_m_y_skater_01' { x = 2451.15, y = 3768.37, z = 41.3477 }
spawnpoint 'a_m_y_skater_02' { x = 3337.78, y = 5174.8, z = 18.2108 }
spawnpoint 'a_m_y_skater_01' { x = -1119.33, y = 4978.52, z = 186.26 }
spawnpoint 'a_m_y_skater_02' { x = 2877.3, y = 5911.57, z = 369.618 }
spawnpoint 'a_m_y_skater_01' { x = 2942.1, y = 5306.73, z = 101.52 }
spawnpoint 'a_m_y_skater_02' { x = 2211.29, y = 5577.94, z = 53.872 }
spawnpoint 'a_m_y_skater_01' { x = 1602.39, y = 6623.02, z = 15.8417 }
spawnpoint 'a_m_y_skater_02' { x = 66.0113, y = 7203.58, z = 3.16 }
spawnpoint 'a_m_y_skater_01' { x = -219.201, y = 6562.82, z = 10.9706 }
spawnpoint 'a_m_y_skater_02' { x = -45.1562, y = 6301.64, z = 31.6114 }
spawnpoint 'a_m_y_skater_01' { x = -1004.77, y = 4854.32, z = 274.606 }
spawnpoint 'a_m_y_skater_02' { x = -1580.01, y = 5173.3, z = 19.5813 }
spawnpoint 'a_m_y_skater_01' { x = -1467.95, y = 5416.2, z = 23.5959 }
spawnpoint 'a_m_y_skater_02' { x = -2359.31, y = 3243.83, z = 92.9037 }
spawnpoint 'a_m_y_skater_01' { x = -2612.96, y = 3555.03, z = 4.85649 }
spawnpoint 'a_m_y_skater_02' { x = -2083.27, y = 2616.94, z = 3.08396 }
spawnpoint 'a_m_y_skater_01' { x = -524.471, y = 4195, z = 193.731 }
spawnpoint 'a_m_y_skater_02' { x = -840.713, y = 4183.18, z = 215.29 }
spawnpoint 'a_m_y_skater_01' { x = -1576.24, y = 2103.87, z = 67.576 }
spawnpoint 'a_m_y_skater_02' { x = -1634.37, y = 209.816, z = 60.6413 }
spawnpoint 'a_m_y_skater_01' { x = -1495.07, y = 142.697, z = 55.6527 }
spawnpoint 'a_m_y_skater_02' { x = -1715.41, y = -197.722, z = 57.698 }
spawnpoint 'a_m_y_skater_01' { x = -1181.07, y = -505.544, z = 35.5661 }
spawnpoint 'a_m_y_skater_02' { x = -1712.37, y = -1082.91, z = 13.0801 }
spawnpoint 'a_m_y_skater_01' { x = -1352.43, y = -1542.75, z = 4.42268 }
spawnpoint 'a_m_y_skater_02' { x = -1756.89, y = 427.531, z = 127.685 }
spawnpoint 'a_m_y_skater_01' { x = 3060.2, y = 2113.2, z = 1.6613 }
spawnpoint 'a_m_y_skater_02' { x = 501.646, y = 5604.53, z = 797.91 }
spawnpoint 'a_m_y_skater_01' { x = 714.109, y = 4151.15, z = 35.7792 }
spawnpoint 'a_m_y_skater_02' { x = -103.651, y = -967.93, z = 296.52 }
spawnpoint 'a_m_y_skater_01' { x = -265.333, y = -2419.35, z = 122.366 }
spawnpoint 'a_m_y_skater_02' { x = 1788.25, y = 3890.34, z = 34.3849 }
--

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-- This resource is part of the default Cfx.re asset pack (cfx-server-data)
-- Altering or recreating for local use only is strongly discouraged.
version '1.0.0'
author 'Cfx.re <root@cfx.re>'
description 'Example spawn points for RedM.'
repository 'https://github.com/citizenfx/cfx-server-data'
resource_type 'map' { gameTypes = { ['basic-gamemode'] = true } }
map 'map.lua'
fx_version 'adamant'
game 'rdr3'
rdr3_warning 'I acknowledge that this is a prerelease build of RedM, and I am aware my resources *will* become incompatible once RedM ships.'

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spawnpoint 'player_three' { x = -262.849, y = 793.404, z = 118.087 }
spawnpoint 'player_zero' { x = -262.849, y = 793.404, z = 118.087 }

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AddEventHandler('onClientMapStart', function()
exports.spawnmanager:setAutoSpawn(true)
exports.spawnmanager:forceRespawn()
end)

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-- This resource is part of the default Cfx.re asset pack (cfx-server-data)
-- Altering or recreating for local use only is strongly discouraged.
version '1.0.0'
author 'Cfx.re <root@cfx.re>'
description 'A basic freeroam gametype that uses the default spawn logic from spawnmanager.'
repository 'https://github.com/citizenfx/cfx-server-data'
resource_type 'gametype' { name = 'Freeroam' }
client_script 'basic_client.lua'
game 'common'
fx_version 'adamant'

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-- This resource is part of the default Cfx.re asset pack (cfx-server-data)
-- Altering or recreating for local use only is strongly discouraged.
version '1.0.0'
description 'An example money system fountain spawn point.'
repository 'https://github.com/citizenfx/cfx-server-data'
author 'Cfx.re <root@cfx.re>'
fx_version 'cerulean'
game 'gta5'
map 'map.lua'
dependency 'money-fountain'

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money_fountain 'test_fountain' {
vector3(97.334, -973.621, 29.36),
amount = 75
}

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-- add text entries for all the help types we have
AddTextEntry('FOUNTAIN_HELP', 'This fountain currently contains $~1~.~n~Press ~INPUT_PICKUP~ to obtain $~1~.~n~Press ~INPUT_DETONATE~ to place $~1~.')
AddTextEntry('FOUNTAIN_HELP_DRAINED', 'This fountain currently contains $~1~.~n~Press ~INPUT_DETONATE~ to place $~1~.')
AddTextEntry('FOUNTAIN_HELP_BROKE', 'This fountain currently contains $~1~.~n~Press ~INPUT_PICKUP~ to obtain $~1~.')
AddTextEntry('FOUNTAIN_HELP_BROKE_N_DRAINED', 'This fountain currently contains $~1~.')
AddTextEntry('FOUNTAIN_HELP_INUSE', 'This fountain currently contains $~1~.~n~You can use it again in ~a~.')
-- upvalue aliases so that we will be fast if far away
local Wait = Wait
local GetEntityCoords = GetEntityCoords
local PlayerPedId = PlayerPedId
-- timer, don't tick as frequently if we're far from any money fountain
local relevanceTimer = 500
CreateThread(function()
local pressing = false
while true do
Wait(relevanceTimer)
local coords = GetEntityCoords(PlayerPedId())
for _, data in pairs(moneyFountains) do
-- if we're near this fountain
local dist = #(coords - data.coords)
-- near enough to draw
if dist < 40 then
-- ensure per-frame tick
relevanceTimer = 0
DrawMarker(29, data.coords.x, data.coords.y, data.coords.z, 0, 0, 0, 0.0, 0, 0, 1.0, 1.0, 1.0, 0, 150, 0, 120, false, true, 2, false, nil, nil, false)
else
-- put the relevance timer back to the way it was
relevanceTimer = 500
end
-- near enough to use
if dist < 1 then
-- are we able to use it? if not, display appropriate help
local player = LocalPlayer
local nextUse = player.state['fountain_nextUse']
-- GetNetworkTime is synced for everyone
if nextUse and nextUse >= GetNetworkTime() then
BeginTextCommandDisplayHelp('FOUNTAIN_HELP_INUSE')
AddTextComponentInteger(GlobalState['fountain_' .. data.id])
AddTextComponentSubstringTime(math.tointeger(nextUse - GetNetworkTime()), 2 | 4) -- seconds (2), minutes (4)
EndTextCommandDisplayHelp(0, false, false, 1000)
else
-- handle inputs for pickup/place
if not pressing then
if IsControlPressed(0, 38 --[[ INPUT_PICKUP ]]) then
TriggerServerEvent('money_fountain:tryPickup', data.id)
pressing = true
elseif IsControlPressed(0, 47 --[[ INPUT_DETONATE ]]) then
TriggerServerEvent('money_fountain:tryPlace', data.id)
pressing = true
end
else
if not IsControlPressed(0, 38 --[[ INPUT_PICKUP ]]) and
not IsControlPressed(0, 47 --[[ INPUT_DETONATE ]]) then
pressing = false
end
end
-- decide the appropriate help message
local youCanSpend = (player.state['money_cash'] or 0) >= data.amount
local fountainCanSpend = GlobalState['fountain_' .. data.id] >= data.amount
local helpName
if youCanSpend and fountainCanSpend then
helpName = 'FOUNTAIN_HELP'
elseif youCanSpend and not fountainCanSpend then
helpName = 'FOUNTAIN_HELP_DRAINED'
elseif not youCanSpend and fountainCanSpend then
helpName = 'FOUNTAIN_HELP_BROKE'
else
helpName = 'FOUNTAIN_HELP_BROKE_N_DRAINED'
end
-- and print it
BeginTextCommandDisplayHelp(helpName)
AddTextComponentInteger(GlobalState['fountain_' .. data.id])
if fountainCanSpend then
AddTextComponentInteger(data.amount)
end
if youCanSpend then
AddTextComponentInteger(data.amount)
end
EndTextCommandDisplayHelp(0, false, false, 1000)
end
end
end
end
end)

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@@ -0,0 +1,22 @@
-- This resource is part of the default Cfx.re asset pack (cfx-server-data)
-- Altering or recreating for local use only is strongly discouraged.
version '1.0.0'
description 'An example money system client containing a money fountain.'
repository 'https://github.com/citizenfx/cfx-server-data'
author 'Cfx.re <root@cfx.re>'
fx_version 'bodacious'
game 'gta5'
client_script 'client.lua'
server_script 'server.lua'
shared_script 'mapdata.lua'
dependencies {
'mapmanager',
'money'
}
lua54 'yes'

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@@ -0,0 +1,28 @@
-- define the money fountain list (SHARED SCRIPT)
moneyFountains = {}
-- index to know what to remove
local fountainIdx = 1
AddEventHandler('getMapDirectives', function(add)
-- add a 'money_fountain' map directive
add('money_fountain', function(state, name)
return function(data)
local coords = data[1]
local amount = data.amount or 100
local idx = fountainIdx
fountainIdx += 1
moneyFountains[idx] = {
id = name,
coords = coords,
amount = amount
}
state.add('idx', idx)
end
end, function(state)
moneyFountains[state.idx] = nil
end)
end)

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-- track down what we've added to global state
local sentState = {}
-- money system
local ms = exports['money']
-- get the fountain content from storage
local function getMoneyForId(fountainId)
return GetResourceKvpInt(('money:%s'):format(fountainId)) / 100.0
end
-- set the fountain content in storage + state
local function setMoneyForId(fountainId, money)
GlobalState['fountain_' .. fountainId] = math.tointeger(money)
return SetResourceKvpInt(('money:%s'):format(fountainId), math.tointeger(money * 100.0))
end
-- get the nearest fountain to the player + ID
local function getMoneyFountain(id, source)
local coords = GetEntityCoords(GetPlayerPed(source))
for _, v in pairs(moneyFountains) do
if v.id == id then
if #(v.coords - coords) < 2.5 then
return v
end
end
end
return nil
end
-- generic function for events
local function handleFountainStuff(source, id, pickup)
-- if near the fountain we specify
local fountain = getMoneyFountain(id, source)
if fountain then
-- and we can actually use the fountain already
local player = Player(source)
local nextUse = player.state['fountain_nextUse']
if not nextUse then
nextUse = 0
end
-- GetGameTimer ~ GetNetworkTime on client
if nextUse <= GetGameTimer() then
-- not rate limited
local success = false
local money = getMoneyForId(fountain.id)
-- decide the op
if pickup then
-- if the fountain is rich enough to get the per-use amount
if money >= fountain.amount then
-- give the player money
if ms:addMoney(source, 'cash', fountain.amount) then
money -= fountain.amount
success = true
end
end
else
-- if the player is rich enough
if ms:removeMoney(source, 'cash', fountain.amount) then
-- add to the fountain
money += fountain.amount
success = true
end
end
-- save it and set the player's cooldown
if success then
setMoneyForId(fountain.id, money)
player.state['fountain_nextUse'] = GetGameTimer() + GetConvarInt('moneyFountain_cooldown', 5000)
end
end
end
end
-- event for picking up fountain->player
RegisterNetEvent('money_fountain:tryPickup')
AddEventHandler('money_fountain:tryPickup', function(id)
handleFountainStuff(source, id, true)
end)
-- event for donating player->fountain
RegisterNetEvent('money_fountain:tryPlace')
AddEventHandler('money_fountain:tryPlace', function(id)
handleFountainStuff(source, id, false)
end)
-- listener: if a new fountain is added, set its current money in state
CreateThread(function()
while true do
Wait(500)
for _, fountain in pairs(moneyFountains) do
if not sentState[fountain.id] then
GlobalState['fountain_' .. fountain.id] = math.tointeger(getMoneyForId(fountain.id))
sentState[fountain.id] = true
end
end
end
end)

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local moneyTypes = {
cash = `MP0_WALLET_BALANCE`,
bank = `BANK_BALANCE`,
}
RegisterNetEvent('money:displayUpdate')
AddEventHandler('money:displayUpdate', function(type, money)
local stat = moneyTypes[type]
if not stat then return end
StatSetInt(stat, math.floor(money))
end)
TriggerServerEvent('money:requestDisplay')
CreateThread(function()
while true do
Wait(0)
if IsControlJustPressed(0, 20) then
SetMultiplayerBankCash()
SetMultiplayerWalletCash()
Wait(4350)
RemoveMultiplayerBankCash()
RemoveMultiplayerWalletCash()
end
end
end)

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-- This resource is part of the default Cfx.re asset pack (cfx-server-data)
-- Altering or recreating for local use only is strongly discouraged.
version '1.0.0'
description 'An example money system using KVS.'
repository 'https://github.com/citizenfx/cfx-server-data'
author 'Cfx.re <root@cfx.re>'
fx_version 'bodacious'
game 'gta5'
client_script 'client.lua'
server_script 'server.lua'
--dependency 'cfx.re/playerData.v1alpha1'
lua54 'yes'

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local playerData = exports['cfx.re/playerData.v1alpha1']
local validMoneyTypes = {
bank = true,
cash = true,
}
local function getMoneyForId(playerId, moneyType)
return GetResourceKvpInt(('money:%s:%s'):format(playerId, moneyType)) / 100.0
end
local function setMoneyForId(playerId, moneyType, money)
local s = playerData:getPlayerById(playerId)
TriggerEvent('money:updated', {
dbId = playerId,
source = s,
moneyType = moneyType,
money = money
})
return SetResourceKvpInt(('money:%s:%s'):format(playerId, moneyType), math.tointeger(money * 100.0))
end
local function addMoneyForId(playerId, moneyType, amount)
local curMoney = getMoneyForId(playerId, moneyType)
curMoney += amount
if curMoney >= 0 then
setMoneyForId(playerId, moneyType, curMoney)
return true, curMoney
end
return false, 0
end
exports('addMoney', function(playerIdx, moneyType, amount)
amount = tonumber(amount)
if amount <= 0 or amount > (1 << 30) then
return false
end
if not validMoneyTypes[moneyType] then
return false
end
local playerId = playerData:getPlayerId(playerIdx)
local success, money = addMoneyForId(playerId, moneyType, amount)
if success then
Player(playerIdx).state['money_' .. moneyType] = money
end
return true
end)
exports('removeMoney', function(playerIdx, moneyType, amount)
amount = tonumber(amount)
if amount <= 0 or amount > (1 << 30) then
return false
end
if not validMoneyTypes[moneyType] then
return false
end
local playerId = playerData:getPlayerId(playerIdx)
local success, money = addMoneyForId(playerId, moneyType, -amount)
if success then
Player(playerIdx).state['money_' .. moneyType] = money
end
return success
end)
exports('getMoney', function(playerIdx, moneyType)
local playerId = playerData:getPlayerId(playerIdx)
return getMoneyForId(playerId, moneyType)
end)
-- player display bits
AddEventHandler('money:updated', function(data)
if data.source then
TriggerClientEvent('money:displayUpdate', data.source, data.moneyType, data.money)
end
end)
RegisterNetEvent('money:requestDisplay')
AddEventHandler('money:requestDisplay', function()
local source = source
local playerId = playerData:getPlayerId(source)
for type, _ in pairs(validMoneyTypes) do
local amount = getMoneyForId(playerId, type)
TriggerClientEvent('money:displayUpdate', source, type, amount)
Player(source).state['money_' .. type] = amount
end
end)
RegisterCommand('earn', function(source, args)
local type = args[1]
local amount = tonumber(args[2])
exports['money']:addMoney(source, type, amount)
end, true)
RegisterCommand('spend', function(source, args)
local type = args[1]
local amount = tonumber(args[2])
if not exports['money']:removeMoney(source, type, amount) then
print('you are broke??')
end
end, true)

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AddEventHandler('gameEventTriggered', function(eventName, args)
if eventName == 'CEventNetworkEntityDamage' then
local victim = args[1]
local culprit = args[2]
local isDead = args[4] == 1
if isDead then
local origCoords = GetEntityCoords(victim)
local pickup = CreatePickupRotate(`PICKUP_MONEY_VARIABLE`, origCoords.x, origCoords.y, origCoords.z - 0.7, 0.0, 0.0, 0.0, 512, 0, false, 0)
local netId = PedToNet(victim)
local undoStuff = { false }
CreateThread(function()
local self = PlayerPedId()
while not undoStuff[1] do
Wait(50)
if #(GetEntityCoords(self) - origCoords) < 2.5 and HasPickupBeenCollected(pickup) then
TriggerServerEvent('money:tryPickup', netId)
RemovePickup(pickup)
break
end
end
undoStuff[1] = true
end)
SetTimeout(15000, function()
if not undoStuff[1] then
RemovePickup(pickup)
undoStuff[1] = true
end
end)
TriggerServerEvent('money:allowPickupNear', netId)
end
end
end)

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-- This resource is part of the default Cfx.re asset pack (cfx-server-data)
-- Altering or recreating for local use only is strongly discouraged.
version '1.0.0'
description 'An example money system client.'
author 'Cfx.re <root@cfx.re>'
repository 'https://github.com/citizenfx/cfx-server-data'
fx_version 'bodacious'
game 'gta5'
client_script 'client.lua'
server_script 'server.lua'
lua54 'yes'

View File

@@ -0,0 +1,42 @@
local safePositions = {}
RegisterNetEvent('money:allowPickupNear')
AddEventHandler('money:allowPickupNear', function(pedId)
local entity = NetworkGetEntityFromNetworkId(pedId)
Wait(250)
if not DoesEntityExist(entity) then
return
end
if GetEntityHealth(entity) > 100 then
return
end
local coords = GetEntityCoords(entity)
safePositions[pedId] = coords
end)
RegisterNetEvent('money:tryPickup')
AddEventHandler('money:tryPickup', function(entity)
if not safePositions[entity] then
return
end
local source = source
local playerPed = GetPlayerPed(source)
local coords = GetEntityCoords(playerPed)
if #(safePositions[entity] - coords) < 2.5 then
exports['money']:addMoney(source, 'cash', 40)
end
safePositions[entity] = nil
end)
AddEventHandler('entityRemoved', function(entity)
safePositions[entity] = nil
end)

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@@ -0,0 +1,21 @@
-- This resource is part of the default Cfx.re asset pack (cfx-server-data)
-- Altering or recreating for local use only is strongly discouraged.
version '1.0.0'
author 'Cfx.re <root@cfx.re>'
description 'A GTA Online-styled theme for the chat resource.'
repository 'https://github.com/citizenfx/cfx-server-data'
file 'style.css'
file 'shadow.js'
chat_theme 'gtao' {
styleSheet = 'style.css',
script = 'shadow.js',
msgTemplates = {
default = '<b>{0}</b><span>{1}</span>'
}
}
game 'common'
fx_version 'adamant'

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(function() {
var Filters = {}
var svg = document.createElementNS("http://www.w3.org/2000/svg", "svg");
svg.setAttribute("style", "display:block;width:0px;height:0px");
var defs = document.createElementNS("http://www.w3.org/2000/svg", "defs");
var blurFilter = document.createElementNS("http://www.w3.org/2000/svg", "filter");
blurFilter.setAttribute("id", "svgBlurFilter");
var feGaussianFilter = document.createElementNS("http://www.w3.org/2000/svg", "feGaussianBlur");
feGaussianFilter.setAttribute("stdDeviation", "0 0");
blurFilter.appendChild(feGaussianFilter);
defs.appendChild(blurFilter);
Filters._svgBlurFilter = feGaussianFilter;
// Drop Shadow Filter
var dropShadowFilter = document.createElementNS("http://www.w3.org/2000/svg", "filter");
dropShadowFilter.setAttribute("id", "svgDropShadowFilter");
var feGaussianFilter = document.createElementNS("http://www.w3.org/2000/svg", "feGaussianBlur");
feGaussianFilter.setAttribute("in", "SourceAlpha");
feGaussianFilter.setAttribute("stdDeviation", "3");
dropShadowFilter.appendChild(feGaussianFilter);
Filters._svgDropshadowFilterBlur = feGaussianFilter;
var feOffset = document.createElementNS("http://www.w3.org/2000/svg", "feOffset");
feOffset.setAttribute("dx", "0");
feOffset.setAttribute("dy", "0");
feOffset.setAttribute("result", "offsetblur");
dropShadowFilter.appendChild(feOffset);
Filters._svgDropshadowFilterOffset = feOffset;
var feFlood = document.createElementNS("http://www.w3.org/2000/svg", "feFlood");
feFlood.setAttribute("flood-color", "rgba(0,0,0,1)");
dropShadowFilter.appendChild(feFlood);
Filters._svgDropshadowFilterFlood = feFlood;
var feComposite = document.createElementNS("http://www.w3.org/2000/svg", "feComposite");
feComposite.setAttribute("in2", "offsetblur");
feComposite.setAttribute("operator", "in");
dropShadowFilter.appendChild(feComposite);
var feComposite = document.createElementNS("http://www.w3.org/2000/svg", "feComposite");
feComposite.setAttribute("in2", "SourceAlpha");
feComposite.setAttribute("operator", "out");
feComposite.setAttribute("result", "outer");
dropShadowFilter.appendChild(feComposite);
var feMerge = document.createElementNS("http://www.w3.org/2000/svg", "feMerge");
var feMergeNode = document.createElementNS("http://www.w3.org/2000/svg", "feMergeNode");
feMerge.appendChild(feMergeNode);
var feMergeNode = document.createElementNS("http://www.w3.org/2000/svg", "feMergeNode");
feMerge.appendChild(feMergeNode);
Filters._svgDropshadowMergeNode = feMergeNode;
dropShadowFilter.appendChild(feMerge);
defs.appendChild(dropShadowFilter);
svg.appendChild(defs);
document.documentElement.appendChild(svg);
const blurScale = 1;
const scale = (document.body.clientWidth / 1280);
Filters._svgDropshadowFilterBlur.setAttribute("stdDeviation",
1 * blurScale + " " +
1 * blurScale
);
Filters._svgDropshadowFilterOffset.setAttribute("dx",
String(Math.cos(45 * Math.PI / 180) * 1 * scale));
Filters._svgDropshadowFilterOffset.setAttribute("dy",
String(Math.sin(45 * Math.PI / 180) * 1 * scale));
Filters._svgDropshadowFilterFlood.setAttribute("flood-color",
'rgba(0, 0, 0, 1)');
Filters._svgDropshadowMergeNode.setAttribute("in",
"SourceGraphic");
})();

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* {
font-family: inherit;
}
.chat-window {
--size: calc(((2.7vh * 1.2)) * 6);
position: absolute;
right: calc(2.77vh);
top: calc(50% - (var(--size) / 2));
height: var(--size) !important;
background: inherit !important;
text-align: right;
left: auto;
user-select: none;
}
@font-face {
font-family: 'Font2';
src: url(https://runtime.fivem.net/temp/ChaletLondonNineteenSixty.otf?a);
}
@font-face {
font-family: 'Font2_cond';
src: url(https://runtime.fivem.net/temp/chaletcomprime-colognesixty-webfont.ttf?a);
}
.msg {
font-family: Font2, sans-serif;
color: #fff;
font-size: calc(1.8vh); /* 13px in 720p, calc'd by width */
filter: url(#svgDropShadowFilter);
line-height: calc(2.7vh * 1.2);
margin-bottom: 0;
}
.chat-messages {
margin: 0;
height: 100%;
}
.msg > span > span > b {
font-family: Font2_cond, sans-serif;
font-weight: normal;
vertical-align: baseline;
padding-right: 11px;
line-height: 1;
font-size: calc(2.7vh);
}
.msg > span > span > span {
vertical-align: baseline;
}
.msg i:first-of-type {
font-style: normal;
color: #c0c0c0;
}
.chat-input {
position: absolute;
right: calc(2.77vh);
bottom: calc(2.77vh);
background: inherit !important;
text-align: right;
top: auto;
left: auto;
height: auto;
font-family: Font2, sans-serif;
}
.chat-input > div {
background-color: rgba(0, 0, 0, .6) !important;
border: calc(0.28vh / 2) solid rgba(180, 180, 180, .6);
outline: calc(0.28vh / 2) solid rgba(0, 0, 0, .8); /* to replace margin-background */
padding: calc(0.28vh / 2);
}
.chat-input .prefix {
margin: 0;
margin-left: 0.7%;
margin-top: -0.1%;
line-height: 2.8vh;
}
.chat-input .prefix.any {
opacity: 0.8;
}
.chat-input .prefix.any:before {
content: '[';
}
.chat-input .prefix.any:after {
content: ']';
}
.chat-input > div + div {
position: absolute;
bottom: calc(1.65vh + 0.28vh + 0.28vh + 0.28vh + (0.28vh / 2));
width: 99.6%;
text-align: left;
}
.suggestions {
border: calc(0.28vh / 2) solid rgba(180, 180, 180, .6);
background: transparent;
}
textarea {
background: transparent;
padding: 0.5vh;
}
@media screen and (min-aspect-ratio: 21/9) {
.chat-window, .chat-input {
right: calc(12.8vw);
}
}
@media screen and (min-aspect-ratio: 32/9) {
.chat-window, .chat-input {
right: calc(25vw);
}
}

View File

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-- This resource is part of the default Cfx.re asset pack (cfx-server-data)
-- Altering or recreating for local use only is strongly discouraged.
version '1.0.0'
description 'A basic resource for storing player identifiers.'
author 'Cfx.re <root@cfx.re>'
repository 'https://github.com/citizenfx/cfx-server-data'
fx_version 'bodacious'
game 'common'
server_script 'server.lua'
provides {
'cfx.re/playerData.v1alpha1'
}

View File

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--- player-data is a basic resource to showcase player identifier storage
--
-- it works in a fairly simple way: a set of identifiers is assigned to an account ID, and said
-- account ID is then returned/added as state bag
--
-- it also implements the `cfx.re/playerData.v1alpha1` spec, which is exposed through the following:
-- - getPlayerId(source: string)
-- - getPlayerById(dbId: string)
-- - getPlayerIdFromIdentifier(identifier: string)
-- - setting `cfx.re/playerData@id` state bag field on the player
-- identifiers that we'll ignore (e.g. IP) as they're low-trust/high-variance
local identifierBlocklist = {
ip = true
}
-- function to check if the identifier is blocked
local function isIdentifierBlocked(identifier)
-- Lua pattern to correctly split
local idType = identifier:match('([^:]+):')
-- ensure it's a boolean
return identifierBlocklist[idType] or false
end
-- our database schema, in hierarchical KVS syntax:
-- player:
-- <id>:
-- identifier:
-- <identifier>: 'true'
-- identifier:
-- <identifier>: <playerId>
-- list of player indices to data
local players = {}
-- list of player DBIDs to player indices
local playersById = {}
-- a sequence field using KVS
local function incrementId()
local nextId = GetResourceKvpInt('nextId')
nextId = nextId + 1
SetResourceKvpInt('nextId', nextId)
return nextId
end
-- gets the ID tied to an identifier in the schema, or nil
local function getPlayerIdFromIdentifier(identifier)
local str = GetResourceKvpString(('identifier:%s'):format(identifier))
if not str then
return nil
end
return msgpack.unpack(str).id
end
-- stores the identifier + adds to a logging list
local function setPlayerIdFromIdentifier(identifier, id)
local str = ('identifier:%s'):format(identifier)
SetResourceKvp(str, msgpack.pack({ id = id }))
SetResourceKvp(('player:%s:identifier:%s'):format(id, identifier), 'true')
end
-- stores any new identifiers for this player ID
local function storeIdentifiers(playerIdx, newId)
for _, identifier in ipairs(GetPlayerIdentifiers(playerIdx)) do
if not isIdentifierBlocked(identifier) then
-- TODO: check if the player already has an identifier of this type
setPlayerIdFromIdentifier(identifier, newId)
end
end
end
-- registers a new player (increments sequence, stores data, returns ID)
local function registerPlayer(playerIdx)
local newId = incrementId()
storeIdentifiers(playerIdx, newId)
return newId
end
-- initializes a player's data set
local function setupPlayer(playerIdx)
-- try getting the oldest-known identity from all the player's identifiers
local defaultId = 0xFFFFFFFFFF
local lowestId = defaultId
for _, identifier in ipairs(GetPlayerIdentifiers(playerIdx)) do
if not isIdentifierBlocked(identifier) then
local dbId = getPlayerIdFromIdentifier(identifier)
if dbId then
if dbId < lowestId then
lowestId = dbId
end
end
end
end
-- if this is the default ID, register. if not, update
local playerId
if lowestId == defaultId then
playerId = registerPlayer(playerIdx)
else
storeIdentifiers(playerIdx, lowestId)
playerId = lowestId
end
-- add state bag field
if Player then
Player(playerIdx).state['cfx.re/playerData@id'] = playerId
end
-- and add to our caching tables
players[playerIdx] = {
dbId = playerId
}
playersById[tostring(playerId)] = playerIdx
end
-- we want to add a player pretty early
AddEventHandler('playerConnecting', function()
local playerIdx = tostring(source)
setupPlayer(playerIdx)
end)
-- and migrate them to a 'joining' ID where possible
RegisterNetEvent('playerJoining')
AddEventHandler('playerJoining', function(oldIdx)
-- resource restart race condition
local oldPlayer = players[tostring(oldIdx)]
if oldPlayer then
players[tostring(source)] = oldPlayer
players[tostring(oldIdx)] = nil
else
setupPlayer(tostring(source))
end
end)
-- remove them if they're dropped
AddEventHandler('playerDropped', function()
local player = players[tostring(source)]
if player then
playersById[tostring(player.dbId)] = nil
end
players[tostring(source)] = nil
end)
-- and when the resource is restarted, set up all players that are on right now
for _, player in ipairs(GetPlayers()) do
setupPlayer(player)
end
-- also a quick command to get the current state
RegisterCommand('playerData', function(source, args)
if not args[1] then
print('Usage:')
print('\tplayerData getId <dbId>: gets identifiers for ID')
print('\tplayerData getIdentifier <identifier>: gets ID for identifier')
return
end
if args[1] == 'getId' then
local prefix = ('player:%s:identifier:'):format(args[2])
local handle = StartFindKvp(prefix)
local key
repeat
key = FindKvp(handle)
if key then
print('result:', key:sub(#prefix + 1))
end
until not key
EndFindKvp(handle)
elseif args[1] == 'getIdentifier' then
print('result:', getPlayerIdFromIdentifier(args[2]))
end
end, true)
-- COMPATIBILITY for server versions that don't export provide
local function getExportEventName(resource, name)
return string.format('__cfx_export_%s_%s', resource, name)
end
function AddExport(name, fn)
if not Citizen.Traits or not Citizen.Traits.ProvidesExports then
AddEventHandler(getExportEventName('cfx.re/playerData.v1alpha1', name), function(setCB)
setCB(fn)
end)
end
exports(name, fn)
end
-- exports
AddExport('getPlayerIdFromIdentifier', getPlayerIdFromIdentifier)
AddExport('getPlayerId', function(playerIdx)
local player = players[tostring(playerIdx)]
if not player then
return nil
end
return player.dbId
end)
AddExport('getPlayerById', function(playerId)
return playersById[tostring(playerId)]
end)

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@@ -0,0 +1,36 @@
-- This resource is part of the default Cfx.re asset pack (cfx-server-data)
-- Altering or recreating for local use only is strongly discouraged.
version '1.0.0'
author 'Cfx.re <root@cfx.re>'
description 'A basic resource for displaying player names.'
repository 'https://github.com/citizenfx/cfx-server-data'
-- add scripts
client_script 'playernames_api.lua'
server_script 'playernames_api.lua'
client_script 'playernames_cl.lua'
server_script 'playernames_sv.lua'
-- make exports
local exportList = {
'setComponentColor',
'setComponentAlpha',
'setComponentVisibility',
'setWantedLevel',
'setHealthBarColor',
'setNameTemplate'
}
exports(exportList)
server_exports(exportList)
-- add files
files {
'template/template.lua'
}
-- support the latest resource manifest
fx_version 'adamant'
game 'gta5'

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local ids = {}
local function getTriggerFunction(key)
return function(id, ...)
-- if on the client, it's easy
if not IsDuplicityVersion() then
TriggerEvent('playernames:configure', GetPlayerServerId(id), key, ...)
else
-- if on the server, save configuration
if not ids[id] then
ids[id] = {}
end
-- save the setting
ids[id][key] = table.pack(...)
-- broadcast to clients
TriggerClientEvent('playernames:configure', -1, id, key, ...)
end
end
end
if IsDuplicityVersion() then
function reconfigure(source)
for id, data in pairs(ids) do
for key, args in pairs(data) do
TriggerClientEvent('playernames:configure', source, id, key, table.unpack(args))
end
end
end
AddEventHandler('playerDropped', function()
ids[source] = nil
end)
end
setComponentColor = getTriggerFunction('setc')
setComponentAlpha = getTriggerFunction('seta')
setComponentVisibility = getTriggerFunction('tglc')
setWantedLevel = getTriggerFunction('setw')
setHealthBarColor = getTriggerFunction('sehc')
setNameTemplate = getTriggerFunction('tpl')
setName = getTriggerFunction('name')
if not io then
io = { write = nil, open = nil }
end
local template = load(LoadResourceFile(GetCurrentResourceName(), 'template/template.lua'))()
function formatPlayerNameTag(i, templateStr)
--return ('%s &lt;%d&gt;'):format(GetPlayerName(i), GetPlayerServerId(i))
local str = ''
template.print = function(txt)
str = str .. txt
end
local context = {
name = GetPlayerName(i),
i = i,
global = _G
}
if IsDuplicityVersion() then
context.id = i
else
context.id = GetPlayerServerId(i)
end
TriggerEvent('playernames:extendContext', i, function(k, v)
context[k] = v
end)
template.render(templateStr, context, nil, true)
template.print = print
return str
end

View File

@@ -0,0 +1,191 @@
local mpGamerTags = {}
local mpGamerTagSettings = {}
local gtComponent = {
GAMER_NAME = 0,
CREW_TAG = 1,
healthArmour = 2,
BIG_TEXT = 3,
AUDIO_ICON = 4,
MP_USING_MENU = 5,
MP_PASSIVE_MODE = 6,
WANTED_STARS = 7,
MP_DRIVER = 8,
MP_CO_DRIVER = 9,
MP_TAGGED = 10,
GAMER_NAME_NEARBY = 11,
ARROW = 12,
MP_PACKAGES = 13,
INV_IF_PED_FOLLOWING = 14,
RANK_TEXT = 15,
MP_TYPING = 16
}
local function makeSettings()
return {
alphas = {},
colors = {},
healthColor = false,
toggles = {},
wantedLevel = false
}
end
local templateStr
function updatePlayerNames()
-- re-run this function the next frame
SetTimeout(0, updatePlayerNames)
-- return if no template string is set
if not templateStr then
return
end
-- get local coordinates to compare to
local localCoords = GetEntityCoords(PlayerPedId())
-- for each valid player index
for _, i in ipairs(GetActivePlayers()) do
-- if the player exists
if i ~= PlayerId() then
-- get their ped
local ped = GetPlayerPed(i)
local pedCoords = GetEntityCoords(ped)
-- make a new settings list if needed
if not mpGamerTagSettings[i] then
mpGamerTagSettings[i] = makeSettings()
end
-- check the ped, because changing player models may recreate the ped
-- also check gamer tag activity in case the game deleted the gamer tag
if not mpGamerTags[i] or mpGamerTags[i].ped ~= ped or not IsMpGamerTagActive(mpGamerTags[i].tag) then
local nameTag = formatPlayerNameTag(i, templateStr)
-- remove any existing tag
if mpGamerTags[i] then
RemoveMpGamerTag(mpGamerTags[i].tag)
end
-- store the new tag
mpGamerTags[i] = {
tag = CreateMpGamerTag(GetPlayerPed(i), nameTag, false, false, '', 0),
ped = ped
}
end
-- store the tag in a local
local tag = mpGamerTags[i].tag
-- should the player be renamed? this is set by events
if mpGamerTagSettings[i].rename then
SetMpGamerTagName(tag, formatPlayerNameTag(i, templateStr))
mpGamerTagSettings[i].rename = nil
end
-- check distance
local distance = #(pedCoords - localCoords)
-- show/hide based on nearbyness/line-of-sight
-- nearby checks are primarily to prevent a lot of LOS checks
if distance < 250 and HasEntityClearLosToEntity(PlayerPedId(), ped, 17) then
SetMpGamerTagVisibility(tag, gtComponent.GAMER_NAME, true)
SetMpGamerTagVisibility(tag, gtComponent.healthArmour, IsPlayerTargettingEntity(PlayerId(), ped))
SetMpGamerTagVisibility(tag, gtComponent.AUDIO_ICON, NetworkIsPlayerTalking(i))
SetMpGamerTagAlpha(tag, gtComponent.AUDIO_ICON, 255)
SetMpGamerTagAlpha(tag, gtComponent.healthArmour, 255)
-- override settings
local settings = mpGamerTagSettings[i]
for k, v in pairs(settings.toggles) do
SetMpGamerTagVisibility(tag, gtComponent[k], v)
end
for k, v in pairs(settings.alphas) do
SetMpGamerTagAlpha(tag, gtComponent[k], v)
end
for k, v in pairs(settings.colors) do
SetMpGamerTagColour(tag, gtComponent[k], v)
end
if settings.wantedLevel then
SetMpGamerTagWantedLevel(tag, settings.wantedLevel)
end
if settings.healthColor then
SetMpGamerTagHealthBarColour(tag, settings.healthColor)
end
else
SetMpGamerTagVisibility(tag, gtComponent.GAMER_NAME, false)
SetMpGamerTagVisibility(tag, gtComponent.healthArmour, false)
SetMpGamerTagVisibility(tag, gtComponent.AUDIO_ICON, false)
end
elseif mpGamerTags[i] then
RemoveMpGamerTag(mpGamerTags[i].tag)
mpGamerTags[i] = nil
end
end
end
local function getSettings(id)
local i = GetPlayerFromServerId(tonumber(id))
if not mpGamerTagSettings[i] then
mpGamerTagSettings[i] = makeSettings()
end
return mpGamerTagSettings[i]
end
RegisterNetEvent('playernames:configure')
AddEventHandler('playernames:configure', function(id, key, ...)
local args = table.pack(...)
if key == 'tglc' then
getSettings(id).toggles[args[1]] = args[2]
elseif key == 'seta' then
getSettings(id).alphas[args[1]] = args[2]
elseif key == 'setc' then
getSettings(id).colors[args[1]] = args[2]
elseif key == 'setw' then
getSettings(id).wantedLevel = args[1]
elseif key == 'sehc' then
getSettings(id).healthColor = args[1]
elseif key == 'rnme' then
getSettings(id).rename = true
elseif key == 'name' then
getSettings(id).serverName = args[1]
getSettings(id).rename = true
elseif key == 'tpl' then
for _, v in pairs(mpGamerTagSettings) do
v.rename = true
end
templateStr = args[1]
end
end)
AddEventHandler('playernames:extendContext', function(i, cb)
cb('serverName', getSettings(GetPlayerServerId(i)).serverName)
end)
AddEventHandler('onResourceStop', function(name)
if name == GetCurrentResourceName() then
for _, v in pairs(mpGamerTags) do
RemoveMpGamerTag(v.tag)
end
end
end)
SetTimeout(0, function()
TriggerServerEvent('playernames:init')
end)
-- run this function every frame
SetTimeout(0, updatePlayerNames)

View File

@@ -0,0 +1,46 @@
local curTemplate
local curTags = {}
local activePlayers = {}
local function detectUpdates()
SetTimeout(500, detectUpdates)
local template = GetConvar('playerNames_template', '[{{id}}] {{name}}')
if curTemplate ~= template then
setNameTemplate(-1, template)
curTemplate = template
end
template = GetConvar('playerNames_svTemplate', '[{{id}}] {{name}}')
for v, _ in pairs(activePlayers) do
local newTag = formatPlayerNameTag(v, template)
if newTag ~= curTags[v] then
setName(v, newTag)
curTags[v] = newTag
end
end
for i, tag in pairs(curTags) do
if not activePlayers[i] then
curTags[i] = nil -- in case curTags doesnt get cleared when the player left, clear it now.
end
end
end
AddEventHandler('playerDropped', function()
curTags[source] = nil
activePlayers[source] = nil
end)
RegisterNetEvent('playernames:init')
AddEventHandler('playernames:init', function()
reconfigure(source)
activePlayers[source] = true
end)
detectUpdates()

View File

@@ -0,0 +1,27 @@
Copyright (c) 2014 - 2017 Aapo Talvensaari
All rights reserved.
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice, this
list of conditions and the following disclaimer in the documentation and/or
other materials provided with the distribution.
* Neither the name of the {organization} nor the names of its
contributors may be used to endorse or promote products derived from
this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

View File

@@ -0,0 +1,478 @@
local setmetatable = setmetatable
local loadstring = loadstring
local loadchunk
local tostring = tostring
local setfenv = setfenv
local require = require
local capture
local concat = table.concat
local assert = assert
local prefix
local write = io.write
local pcall = pcall
local phase
local open = io.open
local load = load
local type = type
local dump = string.dump
local find = string.find
local gsub = string.gsub
local byte = string.byte
local null
local sub = string.sub
local ngx = ngx
local jit = jit
local var
local _VERSION = _VERSION
local _ENV = _ENV
local _G = _G
local HTML_ENTITIES = {
["&"] = "&amp;",
["<"] = "&lt;",
[">"] = "&gt;",
['"'] = "&quot;",
["'"] = "&#39;",
["/"] = "&#47;"
}
local CODE_ENTITIES = {
["{"] = "&#123;",
["}"] = "&#125;",
["&"] = "&amp;",
["<"] = "&lt;",
[">"] = "&gt;",
['"'] = "&quot;",
["'"] = "&#39;",
["/"] = "&#47;"
}
local VAR_PHASES
local ok, newtab = pcall(require, "table.new")
if not ok then newtab = function() return {} end end
local caching = true
local template = newtab(0, 12)
template._VERSION = "1.9"
template.cache = {}
local function enabled(val)
if val == nil then return true end
return val == true or (val == "1" or val == "true" or val == "on")
end
local function trim(s)
return gsub(gsub(s, "^%s+", ""), "%s+$", "")
end
local function rpos(view, s)
while s > 0 do
local c = sub(view, s, s)
if c == " " or c == "\t" or c == "\0" or c == "\x0B" then
s = s - 1
else
break
end
end
return s
end
local function escaped(view, s)
if s > 1 and sub(view, s - 1, s - 1) == "\\" then
if s > 2 and sub(view, s - 2, s - 2) == "\\" then
return false, 1
else
return true, 1
end
end
return false, 0
end
local function readfile(path)
local file = open(path, "rb")
if not file then return nil end
local content = file:read "*a"
file:close()
return content
end
local function loadlua(path)
return readfile(path) or path
end
local function loadngx(path)
local vars = VAR_PHASES[phase()]
local file, location = path, vars and var.template_location
if sub(file, 1) == "/" then file = sub(file, 2) end
if location and location ~= "" then
if sub(location, -1) == "/" then location = sub(location, 1, -2) end
local res = capture(concat{ location, '/', file})
if res.status == 200 then return res.body end
end
local root = vars and (var.template_root or var.document_root) or prefix
if sub(root, -1) == "/" then root = sub(root, 1, -2) end
return readfile(concat{ root, "/", file }) or path
end
do
if ngx then
VAR_PHASES = {
set = true,
rewrite = true,
access = true,
content = true,
header_filter = true,
body_filter = true,
log = true
}
template.print = ngx.print or write
template.load = loadngx
prefix, var, capture, null, phase = ngx.config.prefix(), ngx.var, ngx.location.capture, ngx.null, ngx.get_phase
if VAR_PHASES[phase()] then
caching = enabled(var.template_cache)
end
else
template.print = write
template.load = loadlua
end
if _VERSION == "Lua 5.1" then
local context = { __index = function(t, k)
return t.context[k] or t.template[k] or _G[k]
end }
if jit then
loadchunk = function(view)
return assert(load(view, nil, nil, setmetatable({ template = template }, context)))
end
else
loadchunk = function(view)
local func = assert(loadstring(view))
setfenv(func, setmetatable({ template = template }, context))
return func
end
end
else
local context = { __index = function(t, k)
return t.context[k] or t.template[k] or _ENV[k]
end }
loadchunk = function(view)
return assert(load(view, nil, nil, setmetatable({ template = template }, context)))
end
end
end
function template.caching(enable)
if enable ~= nil then caching = enable == true end
return caching
end
function template.output(s)
if s == nil or s == null then return "" end
if type(s) == "function" then return template.output(s()) end
return tostring(s)
end
function template.escape(s, c)
if type(s) == "string" then
if c then return gsub(s, "[}{\">/<'&]", CODE_ENTITIES) end
return gsub(s, "[\">/<'&]", HTML_ENTITIES)
end
return template.output(s)
end
function template.new(view, layout)
assert(view, "view was not provided for template.new(view, layout).")
local render, compile = template.render, template.compile
if layout then
if type(layout) == "table" then
return setmetatable({ render = function(self, context)
local context = context or self
context.blocks = context.blocks or {}
context.view = compile(view)(context)
layout.blocks = context.blocks or {}
layout.view = context.view or ""
return layout:render()
end }, { __tostring = function(self)
local context = self
context.blocks = context.blocks or {}
context.view = compile(view)(context)
layout.blocks = context.blocks or {}
layout.view = context.view
return tostring(layout)
end })
else
return setmetatable({ render = function(self, context)
local context = context or self
context.blocks = context.blocks or {}
context.view = compile(view)(context)
return render(layout, context)
end }, { __tostring = function(self)
local context = self
context.blocks = context.blocks or {}
context.view = compile(view)(context)
return compile(layout)(context)
end })
end
end
return setmetatable({ render = function(self, context)
return render(view, context or self)
end }, { __tostring = function(self)
return compile(view)(self)
end })
end
function template.precompile(view, path, strip)
local chunk = dump(template.compile(view), strip ~= false)
if path then
local file = open(path, "wb")
file:write(chunk)
file:close()
end
return chunk
end
function template.compile(view, key, plain)
assert(view, "view was not provided for template.compile(view, key, plain).")
if key == "no-cache" then
return loadchunk(template.parse(view, plain)), false
end
key = key or view
local cache = template.cache
if cache[key] then return cache[key], true end
local func = loadchunk(template.parse(view, plain))
if caching then cache[key] = func end
return func, false
end
function template.parse(view, plain)
assert(view, "view was not provided for template.parse(view, plain).")
if not plain then
view = template.load(view)
if byte(view, 1, 1) == 27 then return view end
end
local j = 2
local c = {[[
context=... or {}
local function include(v, c) return template.compile(v)(c or context) end
local ___,blocks,layout={},blocks or {}
]] }
local i, s = 1, find(view, "{", 1, true)
while s do
local t, p = sub(view, s + 1, s + 1), s + 2
if t == "{" then
local e = find(view, "}}", p, true)
if e then
local z, w = escaped(view, s)
if i < s - w then
c[j] = "___[#___+1]=[=[\n"
c[j+1] = sub(view, i, s - 1 - w)
c[j+2] = "]=]\n"
j=j+3
end
if z then
i = s
else
c[j] = "___[#___+1]=template.escape("
c[j+1] = trim(sub(view, p, e - 1))
c[j+2] = ")\n"
j=j+3
s, i = e + 1, e + 2
end
end
elseif t == "*" then
local e = find(view, "*}", p, true)
if e then
local z, w = escaped(view, s)
if i < s - w then
c[j] = "___[#___+1]=[=[\n"
c[j+1] = sub(view, i, s - 1 - w)
c[j+2] = "]=]\n"
j=j+3
end
if z then
i = s
else
c[j] = "___[#___+1]=template.output("
c[j+1] = trim(sub(view, p, e - 1))
c[j+2] = ")\n"
j=j+3
s, i = e + 1, e + 2
end
end
elseif t == "%" then
local e = find(view, "%}", p, true)
if e then
local z, w = escaped(view, s)
if z then
if i < s - w then
c[j] = "___[#___+1]=[=[\n"
c[j+1] = sub(view, i, s - 1 - w)
c[j+2] = "]=]\n"
j=j+3
end
i = s
else
local n = e + 2
if sub(view, n, n) == "\n" then
n = n + 1
end
local r = rpos(view, s - 1)
if i <= r then
c[j] = "___[#___+1]=[=[\n"
c[j+1] = sub(view, i, r)
c[j+2] = "]=]\n"
j=j+3
end
c[j] = trim(sub(view, p, e - 1))
c[j+1] = "\n"
j=j+2
s, i = n - 1, n
end
end
elseif t == "(" then
local e = find(view, ")}", p, true)
if e then
local z, w = escaped(view, s)
if i < s - w then
c[j] = "___[#___+1]=[=[\n"
c[j+1] = sub(view, i, s - 1 - w)
c[j+2] = "]=]\n"
j=j+3
end
if z then
i = s
else
local f = sub(view, p, e - 1)
local x = find(f, ",", 2, true)
if x then
c[j] = "___[#___+1]=include([=["
c[j+1] = trim(sub(f, 1, x - 1))
c[j+2] = "]=],"
c[j+3] = trim(sub(f, x + 1))
c[j+4] = ")\n"
j=j+5
else
c[j] = "___[#___+1]=include([=["
c[j+1] = trim(f)
c[j+2] = "]=])\n"
j=j+3
end
s, i = e + 1, e + 2
end
end
elseif t == "[" then
local e = find(view, "]}", p, true)
if e then
local z, w = escaped(view, s)
if i < s - w then
c[j] = "___[#___+1]=[=[\n"
c[j+1] = sub(view, i, s - 1 - w)
c[j+2] = "]=]\n"
j=j+3
end
if z then
i = s
else
c[j] = "___[#___+1]=include("
c[j+1] = trim(sub(view, p, e - 1))
c[j+2] = ")\n"
j=j+3
s, i = e + 1, e + 2
end
end
elseif t == "-" then
local e = find(view, "-}", p, true)
if e then
local x, y = find(view, sub(view, s, e + 1), e + 2, true)
if x then
local z, w = escaped(view, s)
if z then
if i < s - w then
c[j] = "___[#___+1]=[=[\n"
c[j+1] = sub(view, i, s - 1 - w)
c[j+2] = "]=]\n"
j=j+3
end
i = s
else
y = y + 1
x = x - 1
if sub(view, y, y) == "\n" then
y = y + 1
end
local b = trim(sub(view, p, e - 1))
if b == "verbatim" or b == "raw" then
if i < s - w then
c[j] = "___[#___+1]=[=[\n"
c[j+1] = sub(view, i, s - 1 - w)
c[j+2] = "]=]\n"
j=j+3
end
c[j] = "___[#___+1]=[=["
c[j+1] = sub(view, e + 2, x)
c[j+2] = "]=]\n"
j=j+3
else
if sub(view, x, x) == "\n" then
x = x - 1
end
local r = rpos(view, s - 1)
if i <= r then
c[j] = "___[#___+1]=[=[\n"
c[j+1] = sub(view, i, r)
c[j+2] = "]=]\n"
j=j+3
end
c[j] = 'blocks["'
c[j+1] = b
c[j+2] = '"]=include[=['
c[j+3] = sub(view, e + 2, x)
c[j+4] = "]=]\n"
j=j+5
end
s, i = y - 1, y
end
end
end
elseif t == "#" then
local e = find(view, "#}", p, true)
if e then
local z, w = escaped(view, s)
if i < s - w then
c[j] = "___[#___+1]=[=[\n"
c[j+1] = sub(view, i, s - 1 - w)
c[j+2] = "]=]\n"
j=j+3
end
if z then
i = s
else
e = e + 2
if sub(view, e, e) == "\n" then
e = e + 1
end
s, i = e - 1, e
end
end
end
s = find(view, "{", s + 1, true)
end
s = sub(view, i)
if s and s ~= "" then
c[j] = "___[#___+1]=[=[\n"
c[j+1] = s
c[j+2] = "]=]\n"
j=j+3
end
c[j] = "return layout and include(layout,setmetatable({view=table.concat(___),blocks=blocks},{__index=context})) or table.concat(___)"
return concat(c)
end
function template.render(view, context, key, plain)
assert(view, "view was not provided for template.render(view, context, key, plain).")
return template.print(template.compile(view, key, plain)(context))
end
return template

View File

View File

@@ -0,0 +1,30 @@
-- This resource is part of the default Cfx.re asset pack (cfx-server-data)
-- Altering or recreating for local use only is strongly discouraged.
version '1.0.0'
author 'Cfx.re <root@cfx.re>'
description 'A flexible handler for game type/map association.'
repository 'https://github.com/citizenfx/cfx-server-data'
client_scripts {
"mapmanager_shared.lua",
"mapmanager_client.lua"
}
server_scripts {
"mapmanager_shared.lua",
"mapmanager_server.lua"
}
fx_version 'adamant'
games { 'gta5', 'rdr3' }
server_export "getCurrentGameType"
server_export "getCurrentMap"
server_export "changeGameType"
server_export "changeMap"
server_export "doesMapSupportGameType"
server_export "getMaps"
server_export "roundEnded"
rdr3_warning 'I acknowledge that this is a prerelease build of RedM, and I am aware my resources *will* become incompatible once RedM ships.'

View File

@@ -0,0 +1,108 @@
local maps = {}
local gametypes = {}
AddEventHandler('onClientResourceStart', function(res)
-- parse metadata for this resource
-- map files
local num = GetNumResourceMetadata(res, 'map')
if num > 0 then
for i = 0, num-1 do
local file = GetResourceMetadata(res, 'map', i)
if file then
addMap(file, res)
end
end
end
-- resource type data
local type = GetResourceMetadata(res, 'resource_type', 0)
if type then
local extraData = GetResourceMetadata(res, 'resource_type_extra', 0)
if extraData then
extraData = json.decode(extraData)
else
extraData = {}
end
if type == 'map' then
maps[res] = extraData
elseif type == 'gametype' then
gametypes[res] = extraData
end
end
-- handle starting
loadMap(res)
-- defer this to the next game tick to work around a lack of dependencies
Citizen.CreateThread(function()
Citizen.Wait(15)
if maps[res] then
TriggerEvent('onClientMapStart', res)
elseif gametypes[res] then
TriggerEvent('onClientGameTypeStart', res)
end
end)
end)
AddEventHandler('onResourceStop', function(res)
if maps[res] then
TriggerEvent('onClientMapStop', res)
elseif gametypes[res] then
TriggerEvent('onClientGameTypeStop', res)
end
unloadMap(res)
end)
AddEventHandler('getMapDirectives', function(add)
if not CreateScriptVehicleGenerator then
return
end
add('vehicle_generator', function(state, name)
return function(opts)
local x, y, z, heading
local color1, color2
if opts.x then
x = opts.x
y = opts.y
z = opts.z
else
x = opts[1]
y = opts[2]
z = opts[3]
end
heading = opts.heading or 1.0
color1 = opts.color1 or -1
color2 = opts.color2 or -1
CreateThread(function()
local hash = GetHashKey(name)
RequestModel(hash)
while not HasModelLoaded(hash) do
Wait(0)
end
local carGen = CreateScriptVehicleGenerator(x, y, z, heading, 5.0, 3.0, hash, color1, color2, -1, -1, true, false, false, true, true, -1)
SetScriptVehicleGenerator(carGen, true)
SetAllVehicleGeneratorsActive(true)
state.add('cargen', carGen)
end)
end
end, function(state, arg)
Citizen.Trace("deleting car gen " .. tostring(state.cargen) .. "\n")
DeleteScriptVehicleGenerator(state.cargen)
end)
end)

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@@ -0,0 +1,331 @@
-- loosely based on MTA's https://code.google.com/p/mtasa-resources/source/browse/trunk/%5Bmanagers%5D/mapmanager/mapmanager_main.lua
local maps = {}
local gametypes = {}
local function refreshResources()
local numResources = GetNumResources()
for i = 0, numResources - 1 do
local resource = GetResourceByFindIndex(i)
if GetNumResourceMetadata(resource, 'resource_type') > 0 then
local type = GetResourceMetadata(resource, 'resource_type', 0)
local params = json.decode(GetResourceMetadata(resource, 'resource_type_extra', 0))
local valid = false
local games = GetNumResourceMetadata(resource, 'game')
if games > 0 then
for j = 0, games - 1 do
local game = GetResourceMetadata(resource, 'game', j)
if game == GetConvar('gamename', 'gta5') or game == 'common' then
valid = true
end
end
end
if valid then
if type == 'map' then
maps[resource] = params
elseif type == 'gametype' then
gametypes[resource] = params
end
end
end
end
end
AddEventHandler('onResourceListRefresh', function()
refreshResources()
end)
refreshResources()
AddEventHandler('onResourceStarting', function(resource)
local num = GetNumResourceMetadata(resource, 'map')
if num then
for i = 0, num-1 do
local file = GetResourceMetadata(resource, 'map', i)
if file then
addMap(file, resource)
end
end
end
if maps[resource] then
if getCurrentMap() and getCurrentMap() ~= resource then
if doesMapSupportGameType(getCurrentGameType(), resource) then
print("Changing map from " .. getCurrentMap() .. " to " .. resource)
changeMap(resource)
else
-- check if there's only one possible game type for the map
local map = maps[resource]
local count = 0
local gt
for type, flag in pairs(map.gameTypes) do
if flag then
count = count + 1
gt = type
end
end
if count == 1 then
print("Changing map from " .. getCurrentMap() .. " to " .. resource .. " (gt " .. gt .. ")")
changeGameType(gt)
changeMap(resource)
end
end
CancelEvent()
end
elseif gametypes[resource] then
if getCurrentGameType() and getCurrentGameType() ~= resource then
print("Changing gametype from " .. getCurrentGameType() .. " to " .. resource)
changeGameType(resource)
CancelEvent()
end
end
end)
math.randomseed(GetInstanceId())
local currentGameType = nil
local currentMap = nil
AddEventHandler('onResourceStart', function(resource)
if maps[resource] then
if not getCurrentGameType() then
for gt, _ in pairs(maps[resource].gameTypes) do
changeGameType(gt)
break
end
end
if getCurrentGameType() and not getCurrentMap() then
if doesMapSupportGameType(currentGameType, resource) then
if TriggerEvent('onMapStart', resource, maps[resource]) then
if maps[resource].name then
print('Started map ' .. maps[resource].name)
SetMapName(maps[resource].name)
else
print('Started map ' .. resource)
SetMapName(resource)
end
currentMap = resource
else
currentMap = nil
end
end
end
elseif gametypes[resource] then
if not getCurrentGameType() then
if TriggerEvent('onGameTypeStart', resource, gametypes[resource]) then
currentGameType = resource
local gtName = gametypes[resource].name or resource
SetGameType(gtName)
print('Started gametype ' .. gtName)
SetTimeout(50, function()
if not currentMap then
local possibleMaps = {}
for map, data in pairs(maps) do
if data.gameTypes[currentGameType] then
table.insert(possibleMaps, map)
end
end
if #possibleMaps > 0 then
local rnd = math.random(#possibleMaps)
changeMap(possibleMaps[rnd])
end
end
end)
else
currentGameType = nil
end
end
end
-- handle starting
loadMap(resource)
end)
local function handleRoundEnd()
local possibleMaps = {}
for map, data in pairs(maps) do
if data.gameTypes[currentGameType] then
table.insert(possibleMaps, map)
end
end
if #possibleMaps > 1 then
local mapname = currentMap
while mapname == currentMap do
local rnd = math.random(#possibleMaps)
mapname = possibleMaps[rnd]
end
changeMap(mapname)
elseif #possibleMaps > 0 then
local rnd = math.random(#possibleMaps)
changeMap(possibleMaps[rnd])
end
end
AddEventHandler('mapmanager:roundEnded', function()
-- set a timeout as we don't want to return to a dead environment
SetTimeout(50, handleRoundEnd) -- not a closure as to work around some issue in neolua?
end)
function roundEnded()
SetTimeout(50, handleRoundEnd)
end
AddEventHandler('onResourceStop', function(resource)
if resource == currentGameType then
TriggerEvent('onGameTypeStop', resource)
currentGameType = nil
if currentMap then
StopResource(currentMap)
end
elseif resource == currentMap then
TriggerEvent('onMapStop', resource)
currentMap = nil
end
-- unload the map
unloadMap(resource)
end)
AddEventHandler('rconCommand', function(commandName, args)
if commandName == 'map' then
if #args ~= 1 then
RconPrint("usage: map [mapname]\n")
end
if not maps[args[1]] then
RconPrint('no such map ' .. args[1] .. "\n")
CancelEvent()
return
end
if currentGameType == nil or not doesMapSupportGameType(currentGameType, args[1]) then
local map = maps[args[1]]
local count = 0
local gt
for type, flag in pairs(map.gameTypes) do
if flag then
count = count + 1
gt = type
end
end
if count == 1 then
print("Changing map from " .. getCurrentMap() .. " to " .. args[1] .. " (gt " .. gt .. ")")
changeGameType(gt)
changeMap(args[1])
RconPrint('map ' .. args[1] .. "\n")
else
RconPrint('map ' .. args[1] .. ' does not support ' .. currentGameType .. "\n")
end
CancelEvent()
return
end
changeMap(args[1])
RconPrint('map ' .. args[1] .. "\n")
CancelEvent()
elseif commandName == 'gametype' then
if #args ~= 1 then
RconPrint("usage: gametype [name]\n")
end
if not gametypes[args[1]] then
RconPrint('no such gametype ' .. args[1] .. "\n")
CancelEvent()
return
end
changeGameType(args[1])
RconPrint('gametype ' .. args[1] .. "\n")
CancelEvent()
end
end)
function getCurrentGameType()
return currentGameType
end
function getCurrentMap()
return currentMap
end
function getMaps()
return maps
end
function changeGameType(gameType)
if currentMap and not doesMapSupportGameType(gameType, currentMap) then
StopResource(currentMap)
end
if currentGameType then
StopResource(currentGameType)
end
StartResource(gameType)
end
function changeMap(map)
if currentMap then
StopResource(currentMap)
end
StartResource(map)
end
function doesMapSupportGameType(gameType, map)
if not gametypes[gameType] then
return false
end
if not maps[map] then
return false
end
if not maps[map].gameTypes then
return true
end
return maps[map].gameTypes[gameType]
end

View File

@@ -0,0 +1,87 @@
-- shared logic file for map manager - don't call any subsystem-specific functions here
mapFiles = {}
function addMap(file, owningResource)
if not mapFiles[owningResource] then
mapFiles[owningResource] = {}
end
table.insert(mapFiles[owningResource], file)
end
undoCallbacks = {}
function loadMap(res)
if mapFiles[res] then
for _, file in ipairs(mapFiles[res]) do
parseMap(file, res)
end
end
end
function unloadMap(res)
if undoCallbacks[res] then
for _, cb in ipairs(undoCallbacks[res]) do
cb()
end
undoCallbacks[res] = nil
mapFiles[res] = nil
end
end
function parseMap(file, owningResource)
if not undoCallbacks[owningResource] then
undoCallbacks[owningResource] = {}
end
local env = {
math = math, pairs = pairs, ipairs = ipairs, next = next, tonumber = tonumber, tostring = tostring,
type = type, table = table, string = string, _G = env,
vector3 = vector3, quat = quat, vec = vec, vector2 = vector2
}
TriggerEvent('getMapDirectives', function(key, cb, undocb)
env[key] = function(...)
local state = {}
state.add = function(k, v)
state[k] = v
end
local result = cb(state, ...)
local args = table.pack(...)
table.insert(undoCallbacks[owningResource], function()
undocb(state)
end)
return result
end
end)
local mt = {
__index = function(t, k)
if rawget(t, k) ~= nil then return rawget(t, k) end
-- as we're not going to return nothing here (to allow unknown directives to be ignored)
local f = function()
return f
end
return function() return f end
end
}
setmetatable(env, mt)
local fileData = LoadResourceFile(owningResource, file)
local mapFunction, err = load(fileData, file, 't', env)
if not mapFunction then
Citizen.Trace("Couldn't load map " .. file .. ": " .. err .. " (type of fileData: " .. type(fileData) .. ")\n")
return
end
mapFunction()
end

View File

@@ -0,0 +1,14 @@
-- This resource is part of the default Cfx.re asset pack (cfx-server-data)
-- Altering or recreating for local use only is strongly discouraged.
version '1.0.0'
author 'Cfx.re <root@cfx.re>'
description 'Handles spawning a player in a unified fashion to prevent resources from having to implement custom spawn logic.'
repository 'https://github.com/citizenfx/cfx-server-data'
client_script 'spawnmanager.lua'
fx_version 'adamant'
games { 'rdr3', 'gta5' }
rdr3_warning 'I acknowledge that this is a prerelease build of RedM, and I am aware my resources *will* become incompatible once RedM ships.'

View File

@@ -0,0 +1,386 @@
-- in-memory spawnpoint array for this script execution instance
local spawnPoints = {}
-- auto-spawn enabled flag
local autoSpawnEnabled = false
local autoSpawnCallback
-- support for mapmanager maps
AddEventHandler('getMapDirectives', function(add)
-- call the remote callback
add('spawnpoint', function(state, model)
-- return another callback to pass coordinates and so on (as such syntax would be [spawnpoint 'model' { options/coords }])
return function(opts)
local x, y, z, heading
local s, e = pcall(function()
-- is this a map or an array?
if opts.x then
x = opts.x
y = opts.y
z = opts.z
else
x = opts[1]
y = opts[2]
z = opts[3]
end
x = x + 0.0001
y = y + 0.0001
z = z + 0.0001
-- get a heading and force it to a float, or just default to null
heading = opts.heading and (opts.heading + 0.01) or 0
-- add the spawnpoint
addSpawnPoint({
x = x, y = y, z = z,
heading = heading,
model = model
})
-- recalculate the model for storage
if not tonumber(model) then
model = GetHashKey(model, _r)
end
-- store the spawn data in the state so we can erase it later on
state.add('xyz', { x, y, z })
state.add('model', model)
end)
if not s then
Citizen.Trace(e .. "\n")
end
end
-- delete callback follows on the next line
end, function(state, arg)
-- loop through all spawn points to find one with our state
for i, sp in ipairs(spawnPoints) do
-- if it matches...
if sp.x == state.xyz[1] and sp.y == state.xyz[2] and sp.z == state.xyz[3] and sp.model == state.model then
-- remove it.
table.remove(spawnPoints, i)
return
end
end
end)
end)
-- loads a set of spawn points from a JSON string
function loadSpawns(spawnString)
-- decode the JSON string
local data = json.decode(spawnString)
-- do we have a 'spawns' field?
if not data.spawns then
error("no 'spawns' in JSON data")
end
-- loop through the spawns
for i, spawn in ipairs(data.spawns) do
-- and add it to the list (validating as we go)
addSpawnPoint(spawn)
end
end
local spawnNum = 1
function addSpawnPoint(spawn)
-- validate the spawn (position)
if not tonumber(spawn.x) or not tonumber(spawn.y) or not tonumber(spawn.z) then
error("invalid spawn position")
end
-- heading
if not tonumber(spawn.heading) then
error("invalid spawn heading")
end
-- model (try integer first, if not, hash it)
local model = spawn.model
if not tonumber(spawn.model) then
model = GetHashKey(spawn.model)
end
-- is the model actually a model?
if not IsModelInCdimage(model) then
error("invalid spawn model")
end
-- is is even a ped?
-- not in V?
--[[if not IsThisModelAPed(model) then
error("this model ain't a ped!")
end]]
-- overwrite the model in case we hashed it
spawn.model = model
-- add an index
spawn.idx = spawnNum
spawnNum = spawnNum + 1
-- all OK, add the spawn entry to the list
table.insert(spawnPoints, spawn)
return spawn.idx
end
-- removes a spawn point
function removeSpawnPoint(spawn)
for i = 1, #spawnPoints do
if spawnPoints[i].idx == spawn then
table.remove(spawnPoints, i)
return
end
end
end
-- changes the auto-spawn flag
function setAutoSpawn(enabled)
autoSpawnEnabled = enabled
end
-- sets a callback to execute instead of 'native' spawning when trying to auto-spawn
function setAutoSpawnCallback(cb)
autoSpawnCallback = cb
autoSpawnEnabled = true
end
-- function as existing in original R* scripts
local function freezePlayer(id, freeze)
local player = id
SetPlayerControl(player, not freeze, false)
local ped = GetPlayerPed(player)
if not freeze then
if not IsEntityVisible(ped) then
SetEntityVisible(ped, true)
end
if not IsPedInAnyVehicle(ped) then
SetEntityCollision(ped, true)
end
FreezeEntityPosition(ped, false)
--SetCharNeverTargetted(ped, false)
SetPlayerInvincible(player, false)
else
if IsEntityVisible(ped) then
SetEntityVisible(ped, false)
end
SetEntityCollision(ped, false)
FreezeEntityPosition(ped, true)
--SetCharNeverTargetted(ped, true)
SetPlayerInvincible(player, true)
--RemovePtfxFromPed(ped)
if not IsPedFatallyInjured(ped) then
ClearPedTasksImmediately(ped)
end
end
end
function loadScene(x, y, z)
if not NewLoadSceneStart then
return
end
NewLoadSceneStart(x, y, z, 0.0, 0.0, 0.0, 20.0, 0)
while IsNewLoadSceneActive() do
networkTimer = GetNetworkTimer()
NetworkUpdateLoadScene()
end
end
-- to prevent trying to spawn multiple times
local spawnLock = false
-- spawns the current player at a certain spawn point index (or a random one, for that matter)
function spawnPlayer(spawnIdx, cb)
if spawnLock then
return
end
spawnLock = true
Citizen.CreateThread(function()
-- if the spawn isn't set, select a random one
if not spawnIdx then
spawnIdx = GetRandomIntInRange(1, #spawnPoints + 1)
end
-- get the spawn from the array
local spawn
if type(spawnIdx) == 'table' then
spawn = spawnIdx
-- prevent errors when passing spawn table
spawn.x = spawn.x + 0.00
spawn.y = spawn.y + 0.00
spawn.z = spawn.z + 0.00
spawn.heading = spawn.heading and (spawn.heading + 0.00) or 0
else
spawn = spawnPoints[spawnIdx]
end
if not spawn.skipFade then
DoScreenFadeOut(500)
while not IsScreenFadedOut() do
Citizen.Wait(0)
end
end
-- validate the index
if not spawn then
Citizen.Trace("tried to spawn at an invalid spawn index\n")
spawnLock = false
return
end
-- freeze the local player
freezePlayer(PlayerId(), true)
-- if the spawn has a model set
if spawn.model then
RequestModel(spawn.model)
-- load the model for this spawn
while not HasModelLoaded(spawn.model) do
RequestModel(spawn.model)
Wait(0)
end
-- change the player model
SetPlayerModel(PlayerId(), spawn.model)
-- release the player model
SetModelAsNoLongerNeeded(spawn.model)
-- RDR3 player model bits
if N_0x283978a15512b2fe then
N_0x283978a15512b2fe(PlayerPedId(), true)
end
end
-- preload collisions for the spawnpoint
RequestCollisionAtCoord(spawn.x, spawn.y, spawn.z)
-- spawn the player
local ped = PlayerPedId()
-- V requires setting coords as well
SetEntityCoordsNoOffset(ped, spawn.x, spawn.y, spawn.z, false, false, false, true)
NetworkResurrectLocalPlayer(spawn.x, spawn.y, spawn.z, spawn.heading, true, true, false)
-- gamelogic-style cleanup stuff
ClearPedTasksImmediately(ped)
--SetEntityHealth(ped, 300) -- TODO: allow configuration of this?
RemoveAllPedWeapons(ped) -- TODO: make configurable (V behavior?)
ClearPlayerWantedLevel(PlayerId())
-- why is this even a flag?
--SetCharWillFlyThroughWindscreen(ped, false)
-- set primary camera heading
--SetGameCamHeading(spawn.heading)
--CamRestoreJumpcut(GetGameCam())
-- load the scene; streaming expects us to do it
--ForceLoadingScreen(true)
--loadScene(spawn.x, spawn.y, spawn.z)
--ForceLoadingScreen(false)
local time = GetGameTimer()
while (not HasCollisionLoadedAroundEntity(ped) and (GetGameTimer() - time) < 5000) do
Citizen.Wait(0)
end
ShutdownLoadingScreen()
if IsScreenFadedOut() then
DoScreenFadeIn(500)
while not IsScreenFadedIn() do
Citizen.Wait(0)
end
end
-- and unfreeze the player
freezePlayer(PlayerId(), false)
TriggerEvent('playerSpawned', spawn)
if cb then
cb(spawn)
end
spawnLock = false
end)
end
-- automatic spawning monitor thread, too
local respawnForced
local diedAt
Citizen.CreateThread(function()
-- main loop thing
while true do
Citizen.Wait(50)
local playerPed = PlayerPedId()
if playerPed and playerPed ~= -1 then
-- check if we want to autospawn
if autoSpawnEnabled then
if NetworkIsPlayerActive(PlayerId()) then
if (diedAt and (math.abs(GetTimeDifference(GetGameTimer(), diedAt)) > 2000)) or respawnForced then
if autoSpawnCallback then
autoSpawnCallback()
else
spawnPlayer()
end
respawnForced = false
end
end
end
if IsEntityDead(playerPed) then
if not diedAt then
diedAt = GetGameTimer()
end
else
diedAt = nil
end
end
end
end)
function forceRespawn()
spawnLock = false
respawnForced = true
end
exports('spawnPlayer', spawnPlayer)
exports('addSpawnPoint', addSpawnPoint)
exports('removeSpawnPoint', removeSpawnPoint)
exports('loadSpawns', loadSpawns)
exports('setAutoSpawn', setAutoSpawn)
exports('setAutoSpawnCallback', setAutoSpawnCallback)
exports('forceRespawn', forceRespawn)

View File

@@ -0,0 +1,2 @@
.yarn.installed
node_modules/

View File

@@ -0,0 +1,13 @@
-- This resource is part of the default Cfx.re asset pack (cfx-server-data)
-- Altering or recreating for local use only is strongly discouraged.
version '1.0.0'
author 'Cfx.re <root@cfx.re>'
description 'Builds resources with webpack. To learn more: https://webpack.js.org'
repository 'https://github.com/citizenfx/cfx-server-data'
dependency 'yarn'
server_script 'webpack_builder.js'
fx_version 'adamant'
game 'common'

View File

@@ -0,0 +1,16 @@
{
"name": "webpack-builder",
"version": "1.0.1",
"description": "",
"main": "index.js",
"scripts": {
"test": "echo \"Error: no test specified\" && exit 1"
},
"author": "",
"license": "ISC",
"dependencies": {
"async": "^3.1.0",
"webpack": "^4.41.2",
"worker-farm": "^1.7.0"
}
}

View File

@@ -0,0 +1,173 @@
const fs = require('fs');
const path = require('path');
const workerFarm = require('worker-farm');
const async = require('async');
let buildingInProgress = false;
let currentBuildingModule = '';
// some modules will not like the custom stack trace logic
const ops = Error.prepareStackTrace;
Error.prepareStackTrace = undefined;
const webpackBuildTask = {
shouldBuild(resourceName) {
const numMetaData = GetNumResourceMetadata(resourceName, 'webpack_config');
if (numMetaData > 0) {
for (let i = 0; i < numMetaData; i++) {
const configName = GetResourceMetadata(resourceName, 'webpack_config');
if (shouldBuild(configName)) {
return true;
}
}
}
return false;
function loadCache(config) {
const cachePath = `cache/${resourceName}/${config.replace(/\//g, '_')}.json`;
try {
return JSON.parse(fs.readFileSync(cachePath, {encoding: 'utf8'}));
} catch {
return null;
}
}
function shouldBuild(config) {
const cache = loadCache(config);
if (!cache) {
return true;
}
for (const file of cache) {
const stats = getStat(file.name);
if (!stats ||
stats.mtime !== file.stats.mtime ||
stats.size !== file.stats.size ||
stats.inode !== file.stats.inode) {
return true;
}
}
return false;
}
function getStat(path) {
try {
const stat = fs.statSync(path);
return stat ? {
mtime: stat.mtimeMs,
size: stat.size,
inode: stat.ino,
} : null;
} catch {
return null;
}
}
},
build(resourceName, cb) {
let buildWebpack = async () => {
let error = null;
const configs = [];
const promises = [];
const numMetaData = GetNumResourceMetadata(resourceName, 'webpack_config');
for (let i = 0; i < numMetaData; i++) {
configs.push(GetResourceMetadata(resourceName, 'webpack_config', i));
}
for (const configName of configs) {
const configPath = GetResourcePath(resourceName) + '/' + configName;
const cachePath = `cache/${resourceName}/${configName.replace(/\//g, '_')}.json`;
try {
fs.mkdirSync(path.dirname(cachePath));
} catch {
}
const config = require(configPath);
const workers = workerFarm(require.resolve('./webpack_runner'));
if (config) {
const resourcePath = path.resolve(GetResourcePath(resourceName));
while (buildingInProgress) {
console.log(`webpack is busy: we are waiting to compile ${resourceName} (${configName})`);
await sleep(3000);
}
console.log(`${resourceName}: started building ${configName}`);
buildingInProgress = true;
currentBuildingModule = resourceName;
promises.push(new Promise((resolve, reject) => {
workers({
configPath,
resourcePath,
cachePath
}, (err, outp) => {
workerFarm.end(workers);
if (err) {
console.error(err.stack || err);
if (err.details) {
console.error(err.details);
}
buildingInProgress = false;
currentBuildingModule = '';
currentBuildingScript = '';
reject("worker farm webpack errored out");
return;
}
if (outp.errors) {
for (const error of outp.errors) {
console.log(error);
}
buildingInProgress = false;
currentBuildingModule = '';
currentBuildingScript = '';
reject("webpack got an error");
return;
}
console.log(`${resourceName}: built ${configName}`);
buildingInProgress = false;
resolve();
});
}));
}
}
try {
await Promise.all(promises);
} catch (e) {
error = e.toString();
}
buildingInProgress = false;
currentBuildingModule = '';
if (error) {
cb(false, error);
} else cb(true);
};
buildWebpack().then();
}
};
function sleep(ms) {
return new Promise(resolve => setTimeout(resolve, ms));
}
RegisterResourceBuildTaskFactory('z_webpack', () => webpackBuildTask);

View File

@@ -0,0 +1,75 @@
const webpack = require('webpack');
const path = require('path');
const fs = require('fs');
function getStat(path) {
try {
const stat = fs.statSync(path);
return stat ? {
mtime: stat.mtimeMs,
size: stat.size,
inode: stat.ino,
} : null;
} catch {
return null;
}
}
class SaveStatePlugin {
constructor(inp) {
this.cache = [];
this.cachePath = inp.cachePath;
}
apply(compiler) {
compiler.hooks.afterCompile.tap('SaveStatePlugin', (compilation) => {
for (const file of compilation.fileDependencies) {
this.cache.push({
name: file,
stats: getStat(file)
});
}
});
compiler.hooks.done.tap('SaveStatePlugin', (stats) => {
if (stats.hasErrors()) {
return;
}
fs.writeFile(this.cachePath, JSON.stringify(this.cache), () => {
});
});
}
}
module.exports = (inp, callback) => {
const config = require(inp.configPath);
config.context = inp.resourcePath;
if (config.output && config.output.path) {
config.output.path = path.resolve(inp.resourcePath, config.output.path);
}
if (!config.plugins) {
config.plugins = [];
}
config.plugins.push(new SaveStatePlugin(inp));
webpack(config, (err, stats) => {
if (err) {
callback(err);
return;
}
if (stats.hasErrors()) {
callback(null, stats.toJson());
return;
}
callback(null, {});
});
};

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@@ -0,0 +1,12 @@
-- This resource is part of the default Cfx.re asset pack (cfx-server-data)
-- Altering or recreating for local use only is strongly discouraged.
version '1.0.0'
author 'Cfx.re <root@cfx.re>'
description 'Builds resources with yarn. To learn more: https://classic.yarnpkg.com'
repository 'https://github.com/citizenfx/cfx-server-data'
fx_version 'adamant'
game 'common'
server_script 'yarn_builder.js'

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@@ -0,0 +1,81 @@
const path = require('path');
const fs = require('fs');
const child_process = require('child_process');
let buildingInProgress = false;
let currentBuildingModule = '';
const initCwd = process.cwd();
const trimOutput = (data) => {
return `[yarn]\t` + data.toString().replace(/\s+$/, '');
}
const yarnBuildTask = {
shouldBuild(resourceName) {
try {
const resourcePath = GetResourcePath(resourceName);
const packageJson = path.resolve(resourcePath, 'package.json');
const yarnLock = path.resolve(resourcePath, '.yarn.installed');
const packageStat = fs.statSync(packageJson);
try {
const yarnStat = fs.statSync(yarnLock);
if (packageStat.mtimeMs > yarnStat.mtimeMs) {
return true;
}
} catch (e) {
// no yarn.installed, but package.json - install time!
return true;
}
} catch (e) {
}
return false;
},
build(resourceName, cb) {
(async () => {
while (buildingInProgress && currentBuildingModule !== resourceName) {
console.log(`yarn is currently busy: we are waiting to compile ${resourceName}`);
await sleep(3000);
}
buildingInProgress = true;
currentBuildingModule = resourceName;
const proc = child_process.fork(
require.resolve('./yarn_cli.js'),
['install', '--ignore-scripts', '--cache-folder', path.join(initCwd, 'cache', 'yarn-cache'), '--mutex', 'file:' + path.join(initCwd, 'cache', 'yarn-mutex')],
{
cwd: path.resolve(GetResourcePath(resourceName)),
stdio: 'pipe',
});
proc.stdout.on('data', (data) => console.log(trimOutput(data)));
proc.stderr.on('data', (data) => console.error(trimOutput(data)));
proc.on('exit', (code, signal) => {
setImmediate(() => {
if (code != 0 || signal) {
buildingInProgress = false;
currentBuildingModule = '';
cb(false, 'yarn failed!');
return;
}
const resourcePath = GetResourcePath(resourceName);
const yarnLock = path.resolve(resourcePath, '.yarn.installed');
fs.writeFileSync(yarnLock, '');
buildingInProgress = false;
currentBuildingModule = '';
cb(true);
});
});
})();
}
};
function sleep(ms) {
return new Promise(resolve => setTimeout(resolve, ms));
}
RegisterResourceBuildTaskFactory('yarn', () => yarnBuildTask);

File diff suppressed because one or more lines are too long

View File

@@ -0,0 +1,73 @@
Citizen.CreateThread(function()
local isDead = false
local hasBeenDead = false
local diedAt
while true do
Wait(0)
local player = PlayerId()
if NetworkIsPlayerActive(player) then
local ped = PlayerPedId()
if IsPedFatallyInjured(ped) and not isDead then
isDead = true
if not diedAt then
diedAt = GetGameTimer()
end
local killer, killerweapon = NetworkGetEntityKillerOfPlayer(player)
local killerentitytype = GetEntityType(killer)
local killertype = -1
local killerinvehicle = false
local killervehiclename = ''
local killervehicleseat = 0
if killerentitytype == 1 then
killertype = GetPedType(killer)
if IsPedInAnyVehicle(killer, false) == 1 then
killerinvehicle = true
killervehiclename = GetDisplayNameFromVehicleModel(GetEntityModel(GetVehiclePedIsUsing(killer)))
killervehicleseat = GetPedVehicleSeat(killer)
else killerinvehicle = false
end
end
local killerid = GetPlayerByEntityID(killer)
if killer ~= ped and killerid ~= nil and NetworkIsPlayerActive(killerid) then killerid = GetPlayerServerId(killerid)
else killerid = -1
end
if killer == ped or killer == -1 then
TriggerEvent('baseevents:onPlayerDied', killertype, { table.unpack(GetEntityCoords(ped)) })
TriggerServerEvent('baseevents:onPlayerDied', killertype, { table.unpack(GetEntityCoords(ped)) })
hasBeenDead = true
else
TriggerEvent('baseevents:onPlayerKilled', killerid, {killertype=killertype, weaponhash = killerweapon, killerinveh=killerinvehicle, killervehseat=killervehicleseat, killervehname=killervehiclename, killerpos={table.unpack(GetEntityCoords(ped))}})
TriggerServerEvent('baseevents:onPlayerKilled', killerid, {killertype=killertype, weaponhash = killerweapon, killerinveh=killerinvehicle, killervehseat=killervehicleseat, killervehname=killervehiclename, killerpos={table.unpack(GetEntityCoords(ped))}})
hasBeenDead = true
end
elseif not IsPedFatallyInjured(ped) then
isDead = false
diedAt = nil
end
-- check if the player has to respawn in order to trigger an event
if not hasBeenDead and diedAt ~= nil and diedAt > 0 then
TriggerEvent('baseevents:onPlayerWasted', { table.unpack(GetEntityCoords(ped)) })
TriggerServerEvent('baseevents:onPlayerWasted', { table.unpack(GetEntityCoords(ped)) })
hasBeenDead = true
elseif hasBeenDead and diedAt ~= nil and diedAt <= 0 then
hasBeenDead = false
end
end
end
end)
function GetPlayerByEntityID(id)
for i=0,32 do
if(NetworkIsPlayerActive(i) and GetPlayerPed(i) == id) then return i end
end
return nil
end

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@@ -0,0 +1,14 @@
-- This resource is part of the default Cfx.re asset pack (cfx-server-data)
-- Altering or recreating for local use only is strongly discouraged.
version '1.0.0'
author 'Cfx.re <root@cfx.re>'
description 'Adds basic events for developers to use in their scripts. Some third party resources may depend on this resource.'
repository 'https://github.com/citizenfx/cfx-server-data'
client_script 'deathevents.lua'
client_script 'vehiclechecker.lua'
server_script 'server.lua'
fx_version 'adamant'
game 'gta5'

View File

@@ -0,0 +1,19 @@
RegisterServerEvent('baseevents:onPlayerDied')
RegisterServerEvent('baseevents:onPlayerKilled')
RegisterServerEvent('baseevents:onPlayerWasted')
RegisterServerEvent('baseevents:enteringVehicle')
RegisterServerEvent('baseevents:enteringAborted')
RegisterServerEvent('baseevents:enteredVehicle')
RegisterServerEvent('baseevents:leftVehicle')
AddEventHandler('baseevents:onPlayerKilled', function(killedBy, data)
local victim = source
RconLog({msgType = 'playerKilled', victim = victim, attacker = killedBy, data = data})
end)
AddEventHandler('baseevents:onPlayerDied', function(killedBy, pos)
local victim = source
RconLog({msgType = 'playerDied', victim = victim, attackerType = killedBy, pos = pos})
end)

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@@ -0,0 +1,57 @@
local isInVehicle = false
local isEnteringVehicle = false
local currentVehicle = 0
local currentSeat = 0
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
local ped = PlayerPedId()
if not isInVehicle and not IsPlayerDead(PlayerId()) then
if DoesEntityExist(GetVehiclePedIsTryingToEnter(ped)) and not isEnteringVehicle then
-- trying to enter a vehicle!
local vehicle = GetVehiclePedIsTryingToEnter(ped)
local seat = GetSeatPedIsTryingToEnter(ped)
local netId = VehToNet(vehicle)
isEnteringVehicle = true
TriggerServerEvent('baseevents:enteringVehicle', vehicle, seat, GetDisplayNameFromVehicleModel(GetEntityModel(vehicle)), netId)
elseif not DoesEntityExist(GetVehiclePedIsTryingToEnter(ped)) and not IsPedInAnyVehicle(ped, true) and isEnteringVehicle then
-- vehicle entering aborted
TriggerServerEvent('baseevents:enteringAborted')
isEnteringVehicle = false
elseif IsPedInAnyVehicle(ped, false) then
-- suddenly appeared in a vehicle, possible teleport
isEnteringVehicle = false
isInVehicle = true
currentVehicle = GetVehiclePedIsUsing(ped)
currentSeat = GetPedVehicleSeat(ped)
local model = GetEntityModel(currentVehicle)
local name = GetDisplayNameFromVehicleModel()
local netId = VehToNet(currentVehicle)
TriggerServerEvent('baseevents:enteredVehicle', currentVehicle, currentSeat, GetDisplayNameFromVehicleModel(GetEntityModel(currentVehicle)), netId)
end
elseif isInVehicle then
if not IsPedInAnyVehicle(ped, false) or IsPlayerDead(PlayerId()) then
-- bye, vehicle
local model = GetEntityModel(currentVehicle)
local name = GetDisplayNameFromVehicleModel()
local netId = VehToNet(currentVehicle)
TriggerServerEvent('baseevents:leftVehicle', currentVehicle, currentSeat, GetDisplayNameFromVehicleModel(GetEntityModel(currentVehicle)), netId)
isInVehicle = false
currentVehicle = 0
currentSeat = 0
end
end
Citizen.Wait(50)
end
end)
function GetPedVehicleSeat(ped)
local vehicle = GetVehiclePedIsIn(ped, false)
for i=-2,GetVehicleMaxNumberOfPassengers(vehicle) do
if(GetPedInVehicleSeat(vehicle, i) == ped) then return i end
end
return -2
end

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@@ -0,0 +1,11 @@
Citizen.CreateThread(function()
while true do
Wait(0)
if NetworkIsSessionStarted() then
TriggerServerEvent('hardcap:playerActivated')
return
end
end
end)

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@@ -0,0 +1,14 @@
-- This resource is part of the default Cfx.re asset pack (cfx-server-data)
-- Altering or recreating for local use only is strongly discouraged.
version '1.0.0'
author 'Cfx.re <root@cfx.re>'
description 'Limits the number of players to the amount set by sv_maxclients in your server.cfg.'
repository 'https://github.com/citizenfx/cfx-server-data'
client_script 'client.lua'
server_script 'server.lua'
fx_version 'adamant'
games { 'gta5', 'rdr3' }
rdr3_warning 'I acknowledge that this is a prerelease build of RedM, and I am aware my resources *will* become incompatible once RedM ships.'

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@@ -0,0 +1,31 @@
local playerCount = 0
local list = {}
RegisterServerEvent('hardcap:playerActivated')
AddEventHandler('hardcap:playerActivated', function()
if not list[source] then
playerCount = playerCount + 1
list[source] = true
end
end)
AddEventHandler('playerDropped', function()
if list[source] then
playerCount = playerCount - 1
list[source] = nil
end
end)
AddEventHandler('playerConnecting', function(name, setReason)
local cv = GetConvarInt('sv_maxclients', 32)
print('Connecting: ' .. name .. '^7')
if playerCount >= cv then
print('Full. :(')
setReason('This server is full (past ' .. tostring(cv) .. ' players).')
CancelEvent()
end
end)

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@@ -0,0 +1,15 @@
-- This resource is part of the default Cfx.re asset pack (cfx-server-data)
-- Altering or recreating for local use only is strongly discouraged.
version '1.0.0'
author 'Cfx.re <root@cfx.re>'
description 'Handles old-style server player management commands.'
repository 'https://github.com/citizenfx/cfx-server-data'
client_script 'rconlog_client.lua'
server_script 'rconlog_server.lua'
fx_version 'adamant'
games { 'gta5', 'rdr3' }
rdr3_warning 'I acknowledge that this is a prerelease build of RedM, and I am aware my resources *will* become incompatible once RedM ships.'

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@@ -0,0 +1,25 @@
RegisterNetEvent('rlUpdateNames')
AddEventHandler('rlUpdateNames', function()
local names = {}
for i = 0, 31 do
if NetworkIsPlayerActive(i) then
names[GetPlayerServerId(i)] = { id = i, name = GetPlayerName(i) }
end
end
TriggerServerEvent('rlUpdateNamesResult', names)
end)
Citizen.CreateThread(function()
while true do
Wait(0)
if NetworkIsSessionStarted() then
TriggerServerEvent('rlPlayerActivated')
return
end
end
end)

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@@ -0,0 +1,84 @@
RconLog({ msgType = 'serverStart', hostname = 'lovely', maxplayers = 32 })
RegisterServerEvent('rlPlayerActivated')
local names = {}
AddEventHandler('rlPlayerActivated', function()
RconLog({ msgType = 'playerActivated', netID = source, name = GetPlayerName(source), guid = GetPlayerIdentifiers(source)[1], ip = GetPlayerEP(source) })
names[source] = { name = GetPlayerName(source), id = source }
if GetHostId() then
TriggerClientEvent('rlUpdateNames', GetHostId())
end
end)
RegisterServerEvent('rlUpdateNamesResult')
AddEventHandler('rlUpdateNamesResult', function(res)
if source ~= tonumber(GetHostId()) then
print('bad guy')
return
end
for id, data in pairs(res) do
if data then
if data.name then
if not names[id] then
names[id] = data
end
if names[id].name ~= data.name or names[id].id ~= data.id then
names[id] = data
RconLog({ msgType = 'playerRenamed', netID = id, name = data.name })
end
end
else
names[id] = nil
end
end
end)
AddEventHandler('playerDropped', function()
RconLog({ msgType = 'playerDropped', netID = source, name = GetPlayerName(source) })
names[source] = nil
end)
AddEventHandler('chatMessage', function(netID, name, message)
RconLog({ msgType = 'chatMessage', netID = netID, name = name, message = message, guid = GetPlayerIdentifiers(netID)[1] })
end)
-- NOTE: DO NOT USE THIS METHOD FOR HANDLING COMMANDS
-- This resource has not been updated to use newer methods such as RegisterCommand.
AddEventHandler('rconCommand', function(commandName, args)
if commandName == 'status' then
for netid, data in pairs(names) do
local guid = GetPlayerIdentifiers(netid)
if guid and guid[1] and data then
local ping = GetPlayerPing(netid)
RconPrint(netid .. ' ' .. guid[1] .. ' ' .. data.name .. ' ' .. GetPlayerEP(netid) .. ' ' .. ping .. "\n")
end
end
CancelEvent()
elseif commandName:lower() == 'clientkick' then
local playerId = table.remove(args, 1)
local msg = table.concat(args, ' ')
DropPlayer(playerId, msg)
CancelEvent()
elseif commandName:lower() == 'tempbanclient' then
local playerId = table.remove(args, 1)
local msg = table.concat(args, ' ')
TempBanPlayer(playerId, msg)
CancelEvent()
end
end)

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@@ -0,0 +1 @@
data.json

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@@ -0,0 +1,24 @@
-- This resource is part of the default Cfx.re asset pack (cfx-server-data)
-- Altering or recreating for local use only is strongly discouraged.
version '1.0.0'
author 'Cfx.re <root@cfx.re>'
description 'Allows server owners to execute arbitrary server-side or client-side JavaScript/Lua code. *Consider only using this on development servers.'
repository 'https://github.com/citizenfx/cfx-server-data'
game 'common'
fx_version 'bodacious'
client_script 'runcode_cl.lua'
server_script 'runcode_sv.lua'
server_script 'runcode_web.lua'
shared_script 'runcode_shared.lua'
shared_script 'runcode.js'
client_script 'runcode_ui.lua'
ui_page 'web/nui.html'
files {
'web/nui.html'
}

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@@ -0,0 +1,11 @@
exports('runJS', (snippet) => {
if (IsDuplicityVersion() && GetInvokingResource() !== GetCurrentResourceName()) {
return [ 'Invalid caller.', false ];
}
try {
return [ new Function(snippet)(), false ];
} catch (e) {
return [ false, e.toString() ];
}
});

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@@ -0,0 +1,15 @@
RegisterNetEvent('runcode:gotSnippet')
AddEventHandler('runcode:gotSnippet', function(id, lang, code)
local res, err = RunCode(lang, code)
if not err then
if type(res) == 'vector3' then
res = json.encode({ table.unpack(res) })
elseif type(res) == 'table' then
res = json.encode(res)
end
end
TriggerServerEvent('runcode:gotResult', id, res, err)
end)

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@@ -0,0 +1,32 @@
local runners = {}
function runners.lua(arg)
local code, err = load('return ' .. arg, '@runcode')
-- if failed, try without return
if err then
code, err = load(arg, '@runcode')
end
if err then
print(err)
return nil, err
end
local status, result = pcall(code)
print(result)
if status then
return result
end
return nil, result
end
function runners.js(arg)
return table.unpack(exports[GetCurrentResourceName()]:runJS(arg))
end
function RunCode(lang, str)
return runners[lang](str)
end

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@@ -0,0 +1,42 @@
function GetPrivs(source)
return {
canServer = IsPlayerAceAllowed(source, 'command.run'),
canClient = IsPlayerAceAllowed(source, 'command.crun'),
canSelf = IsPlayerAceAllowed(source, 'runcode.self'),
}
end
RegisterCommand('run', function(source, args, rawCommand)
local res, err = RunCode('lua', rawCommand:sub(4))
end, true)
RegisterCommand('crun', function(source, args, rawCommand)
if not source then
return
end
TriggerClientEvent('runcode:gotSnippet', source, -1, 'lua', rawCommand:sub(5))
end, true)
RegisterCommand('runcode', function(source, args, rawCommand)
if not source then
return
end
local df = LoadResourceFile(GetCurrentResourceName(), 'data.json')
local saveData = {}
if df then
saveData = json.decode(df)
end
local p = GetPrivs(source)
if not p.canServer and not p.canClient and not p.canSelf then
return
end
p.saveData = saveData
TriggerClientEvent('runcode:openUi', source, p)
end, true)

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@@ -0,0 +1,66 @@
local openData
RegisterNetEvent('runcode:openUi')
AddEventHandler('runcode:openUi', function(options)
openData = {
type = 'open',
options = options,
url = 'http://' .. GetCurrentServerEndpoint() .. '/' .. GetCurrentResourceName() .. '/',
res = GetCurrentResourceName()
}
SendNuiMessage(json.encode(openData))
end)
RegisterNUICallback('getOpenData', function(args, cb)
cb(openData)
end)
RegisterNUICallback('doOk', function(args, cb)
SendNuiMessage(json.encode({
type = 'ok'
}))
SetNuiFocus(true, true)
cb('ok')
end)
RegisterNUICallback('doClose', function(args, cb)
SendNuiMessage(json.encode({
type = 'close'
}))
SetNuiFocus(false, false)
cb('ok')
end)
local rcCbs = {}
local id = 1
RegisterNUICallback('runCodeInBand', function(args, cb)
id = id + 1
rcCbs[id] = cb
TriggerServerEvent('runcode:runInBand', id, args)
end)
RegisterNetEvent('runcode:inBandResult')
AddEventHandler('runcode:inBandResult', function(id, result)
if rcCbs[id] then
local cb = rcCbs[id]
rcCbs[id] = nil
cb(result)
end
end)
AddEventHandler('onResourceStop', function(resourceName)
if resourceName == GetCurrentResourceName() then
SetNuiFocus(false, false)
end
end)

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@@ -0,0 +1,192 @@
local cachedFiles = {}
local function sendFile(res, fileName)
if cachedFiles[fileName] then
res.send(cachedFiles[fileName])
return
end
local fileData = LoadResourceFile(GetCurrentResourceName(), 'web/' .. fileName)
if not fileData then
res.writeHead(404)
res.send('Not found.')
return
end
cachedFiles[fileName] = fileData
res.send(fileData)
end
local codeId = 1
local codes = {}
local attempts = 0
local lastAttempt
local function handleRunCode(data, res)
if not data.lang then
data.lang = 'lua'
end
if not data.client or data.client == '' then
CreateThread(function()
local result, err = RunCode(data.lang, data.code)
res.send(json.encode({
result = result,
error = err
}))
end)
else
codes[codeId] = {
timeout = GetGameTimer() + 1000,
res = res
}
TriggerClientEvent('runcode:gotSnippet', tonumber(data.client), codeId, data.lang, data.code)
codeId = codeId + 1
end
end
RegisterNetEvent('runcode:runInBand')
AddEventHandler('runcode:runInBand', function(id, data)
local s = source
local privs = GetPrivs(s)
local res = {
send = function(str)
TriggerClientEvent('runcode:inBandResult', s, id, str)
end
}
if (not data.client or data.client == '') and not privs.canServer then
res.send(json.encode({ error = 'Insufficient permissions.'}))
return
end
if (data.client and data.client ~= '') and not privs.canClient then
if privs.canSelf then
data.client = s
else
res.send(json.encode({ error = 'Insufficient permissions.'}))
return
end
end
SaveResourceFile(GetCurrentResourceName(), 'data.json', json.encode({
lastSnippet = data.code,
lastLang = data.lang or 'lua'
}), -1)
handleRunCode(data, res)
end)
local function handlePost(req, res)
req.setDataHandler(function(body)
local data = json.decode(body)
if not data or not data.password or not data.code then
res.send(json.encode({ error = 'Bad request.'}))
return
end
if GetConvar('rcon_password', '') == '' then
res.send(json.encode({ error = 'The server has an empty rcon_password.'}))
return
end
if attempts > 5 or data.password ~= GetConvar('rcon_password', '') then
attempts = attempts + 1
lastAttempt = GetGameTimer()
res.send(json.encode({ error = 'Bad password.'}))
return
end
handleRunCode(data, res)
end)
end
CreateThread(function()
while true do
Wait(1000)
if attempts > 0 and (GetGameTimer() - lastAttempt) > 5000 then
attempts = 0
lastAttempt = 0
end
end
end)
local function returnCode(id, res, err)
if not codes[id] then
return
end
local code = codes[id]
codes[id] = nil
local gotFrom
if source then
gotFrom = GetPlayerName(source) .. ' [' .. tostring(source) .. ']'
end
code.res.send(json.encode({
result = res,
error = err,
from = gotFrom
}))
end
CreateThread(function()
while true do
Wait(100)
for k, v in ipairs(codes) do
if GetGameTimer() > v.timeout then
source = nil
returnCode(k, '', 'Timed out waiting on the target client.')
end
end
end
end)
RegisterNetEvent('runcode:gotResult')
AddEventHandler('runcode:gotResult', returnCode)
SetHttpHandler(function(req, res)
local path = req.path
if req.method == 'POST' then
return handlePost(req, res)
end
-- client shortcuts
if req.path == '/clients' then
local clientList = {}
for _, id in ipairs(GetPlayers()) do
table.insert(clientList, { GetPlayerName(id), id })
end
res.send(json.encode({
clients = clientList
}))
return
end
-- should this be the index?
if req.path == '/' then
path = 'index.html'
end
-- remove any '..' from the path
path = path:gsub("%.%.", "")
return sendFile(res, path)
end)

View File

@@ -0,0 +1,486 @@
<!DOCTYPE html>
<html>
<head>
<title>fivem runcode</title>
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta http-equiv="Content-Type" content="text/html;charset=utf-8">
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/bulmaswatch/0.7.2/cyborg/bulmaswatch.min.css">
<script defer src="https://use.fontawesome.com/releases/v5.3.1/js/all.js"></script>
<style type="text/css">
body {
font-family: "Segoe UI", sans-serif;
}
.navbar {
z-index: inherit;
}
html.in-nui {
overflow: hidden;
background: transparent;
margin-top: 5vh;
margin-left: 7.5vw;
margin-right: 7.5vw;
margin-bottom: 5vh;
height: calc(100% - 10vh);
position: relative;
}
html.in-nui body > div.bg {
background-color: rgba(0, 0, 0, 1);
position: absolute;
top: 0px;
bottom: 0px;
left: 0px;
right: 0px;
z-index: -999;
box-shadow: 0 22px 70px 4px rgba(0, 0, 0, 0.56);
}
span.nui-edition {
display: none;
}
html.in-nui span.nui-edition {
display: inline;
}
#close {
display: none;
}
html.in-nui #close {
display: block;
}
#result {
margin-top: 0.5em;
}
.navbar {
border-top: none;
border-left: none;
border-right: none;
}
</style>
</head>
<body>
<div class="bg">
</div>
<nav class="navbar" role="navigation" aria-label="main navigation">
<div class="container">
<div class="navbar-brand">
<a class="navbar-item" href="/runcode">
<strong>runcode</strong> <span class="nui-edition">&nbsp;in-game</span>
</a>
<a role="button" class="navbar-burger burger" aria-label="menu" aria-expanded="false" data-target="navbarMain">
<span aria-hidden="true"></span>
<span aria-hidden="true"></span>
<span aria-hidden="true"></span>
</a>
</div>
<div id="navbarMain" class="navbar-menu">
<div class="navbar-end">
<div class="navbar-item">
<div class="field" id="cl-field">
<div class="control has-icons-left">
<div class="select">
<select id="cl-select">
</select>
</div>
<div class="icon is-small is-left">
<i class="fas fa-user"></i>
</div>
</div>
</div>
</div>
<div class="navbar-item">
<div class="field has-addons" id="lang-toggle">
<p class="control">
<button class="button" id="lua-button">
<span class="icon is-small">
<i class="fas fa-moon"></i>
</span>
<span>Lua</span>
</button>
</p>
<p class="control">
<button class="button" id="js-button">
<span class="icon is-small">
<i class="fab fa-js"></i>
</span>
<span>JS</span>
</button>
</p>
<!-- TODO pending add-on resource that'll contain webpack'd compiler
<p class="control">
<button class="button" id="ts-button">
<span class="icon is-small">
<i class="fas fa-code"></i>
</span>
<span>TS</span>
</button>
</p>
-->
</div>
</div>
<div class="navbar-item">
<div class="field has-addons" id="cl-sv-toggle">
<p class="control">
<button class="button" id="cl-button">
<span class="icon is-small">
<i class="fas fa-user-friends"></i>
</span>
<span>Client</span>
</button>
</p>
<p class="control">
<button class="button" id="sv-button">
<span class="icon is-small">
<i class="fas fa-server"></i>
</span>
<span>Server</span>
</button>
</p>
</div>
</div>
<div class="navbar-item" id="close">
<button class="button is-danger">Close</button>
</div>
</div>
</div>
</div>
</nav>
<section class="section">
<div class="container">
<div id="code-container" style="width:100%;height:60vh;border:1px solid grey"></div><br>
<div class="field" id="passwordField">
<p class="control has-icons-left">
<input class="input" type="password" id="password" placeholder="RCon Password">
<span class="icon is-small is-left">
<i class="fas fa-lock"></i>
</span>
</p>
</div>
<button class="button is-primary" id="run">Run</button>
<div id="result">
</div>
</div>
</section>
<!--
to use a local deployment, uncomment; do note currently the server isn't optimized to serve >1MB files
<script src="monaco-editor/vs/loader.js"></script>
-->
<script src="https://unpkg.com/monaco-editor@0.18.1/min/vs/loader.js"></script>
<script>
function fetchClients() {
fetch('/runcode/clients').then(res => res.json()).then(res => {
const el = document.querySelector('#cl-select');
const clients = res.clients;
const realClients = [['All', '-1'], ...clients];
const createdClients = new Set([...el.querySelectorAll('option').entries()].map(([i, el]) => el.value));
const existentClients = new Set(realClients.map(([ name, id ]) => id));
const toRemove = [...createdClients].filter(a => !existentClients.has(a));
for (const [name, id] of realClients) {
const ex = el.querySelector(`option[value="${id}"]`);
if (!ex) {
const l = document.createElement('option');
l.setAttribute('value', id);
l.appendChild(document.createTextNode(name));
el.appendChild(l);
}
}
for (const id of toRemove) {
const l = el.querySelector(`option[value="${id}"]`);
if (l) {
el.removeChild(l);
}
}
});
}
let useClient = false;
let editServerCb = null;
[['#cl-button', true], ['#sv-button', false]].forEach(([ selector, isClient ]) => {
const eh = () => {
if (isClient) {
document.querySelector('#cl-select').disabled = false;
useClient = true;
} else {
document.querySelector('#cl-select').disabled = true;
useClient = false;
}
document.querySelectorAll('#cl-sv-toggle button').forEach(el => {
el.classList.remove('is-selected', 'is-info');
});
const tgt = document.querySelector(selector);
tgt.classList.add('is-selected', 'is-info');
if (editServerCb) {
editServerCb();
}
};
// default to not-client
if (!isClient) {
eh();
}
document.querySelector(selector).addEventListener('click', ev => {
eh();
ev.preventDefault();
});
});
let lang = 'lua';
let editLangCb = null;
let initCb = null;
function getLangCode(lang) {
switch (lang) {
case 'js':
return 'javascript';
case 'ts':
return 'typescript';
}
return lang;
}
[['#lua-button', 'lua'], ['#js-button', 'js']/*, ['#ts-button', 'ts']*/].forEach(([ selector, langOpt ]) => {
const eh = () => {
lang = langOpt;
document.querySelectorAll('#lang-toggle button').forEach(el => {
el.classList.remove('is-selected', 'is-info');
});
const tgt = document.querySelector(selector);
tgt.classList.add('is-selected', 'is-info');
if (editLangCb) {
editLangCb();
}
};
// default to not-client
if (langOpt === 'lua') {
eh();
}
document.querySelector(selector).addEventListener('click', ev => {
eh();
ev.preventDefault();
});
});
setInterval(() => fetchClients(), 1000);
const inNui = (!!window.invokeNative);
let openData = {};
if (inNui) {
document.querySelector('#passwordField').style.display = 'none';
document.querySelector('html').classList.add('in-nui');
fetch(`http://${window.parent.GetParentResourceName()}/getOpenData`, {
method: 'POST',
body: '{}'
}).then(a => a.json())
.then(a => {
openData = a;
if (!openData.options.canServer) {
document.querySelector('#cl-sv-toggle').style.display = 'none';
const trigger = document.createEvent('HTMLEvents');
trigger.initEvent('click', true, true);
document.querySelector('#cl-button').dispatchEvent(trigger);
} else if (!openData.options.canClient && !openData.options.canSelf) {
document.querySelector('#cl-sv-toggle').style.display = 'none';
document.querySelector('#cl-field').style.display = 'none';
const trigger = document.createEvent('HTMLEvents');
trigger.initEvent('click', true, true);
document.querySelector('#sv-button').dispatchEvent(trigger);
}
if (!openData.options.canClient && openData.options.canSelf) {
document.querySelector('#cl-field').style.display = 'none';
}
if (openData.options.saveData) {
const cb = () => {
if (initCb) {
initCb({
lastLang: openData.options.saveData.lastLang,
lastSnippet: openData.options.saveData.lastSnippet
});
} else {
setTimeout(cb, 50);
}
};
setTimeout(cb, 50);
}
fetch(`https://${window.parent.GetParentResourceName()}/doOk`, {
method: 'POST',
body: '{}'
});
});
document.querySelector('#close button').addEventListener('click', ev => {
fetch(`https://${window.parent.GetParentResourceName()}/doClose`, {
method: 'POST',
body: '{}'
});
ev.preventDefault();
});
}
const defFiles = ['index.d.ts'];
const defFilesServer = [...defFiles, 'natives_server.d.ts'];
const defFilesClient = [...defFiles, 'natives_universal.d.ts'];
const prefix = 'https://unpkg.com/@citizenfx/{}/';
const prefixClient = prefix.replace('{}', 'client');
const prefixServer = prefix.replace('{}', 'server');
require.config({ paths: { 'vs': 'https://unpkg.com/monaco-editor@0.18.1/min/vs' }});
require(['vs/editor/editor.main'], function() {
const editor = monaco.editor.create(document.getElementById('code-container'), {
value: 'return 42',
language: 'lua'
});
monaco.editor.setTheme('vs-dark');
let finalizers = [];
const updateScript = (client, lang) => {
finalizers.forEach(a => a());
finalizers = [];
if (lang === 'js' || lang === 'ts') {
const defaults = (lang === 'js') ? monaco.languages.typescript.javascriptDefaults :
monaco.languages.typescript.typescriptDefaults;
defaults.setCompilerOptions({
noLib: true,
allowNonTsExtensions: true
});
for (const file of (client ? defFilesClient : defFilesServer)) {
const prefix = (client ? prefixClient : prefixServer);
fetch(`${prefix}${file}`)
.then(a => a.text())
.then(a => {
const l = defaults.addExtraLib(a, file);
finalizers.push(() => l.dispose());
});
}
}
}
editLangCb = () => {
monaco.editor.setModelLanguage(editor.getModel(), getLangCode(lang));
updateScript(useClient, lang);
};
editServerCb = () => {
updateScript(useClient, lang);
};
initCb = (data) => {
if (data.lastLang) {
const trigger = document.createEvent('HTMLEvents');
trigger.initEvent('click', true, true);
document.querySelector(`#${data.lastLang}-button`).dispatchEvent(trigger);
}
if (data.lastSnippet) {
editor.getModel().setValue(data.lastSnippet);
}
};
document.querySelector('#run').addEventListener('click', e => {
const text = editor.getValue();
fetch((!inNui) ? '/runcode/' : `https://${openData.res}/runCodeInBand`, {
method: 'post',
body: JSON.stringify({
password: document.querySelector('#password').value,
client: (useClient) ? document.querySelector('#cl-select').value : '',
code: text,
lang: lang
})
}).then(res => res.json()).then(res => {
if (inNui) {
res = JSON.parse(res); // double packing for sad msgpack-to-json
}
const resultElement = document.querySelector('#result');
if (res.error) {
resultElement.classList.remove('notification', 'is-success');
resultElement.classList.add('notification', 'is-danger');
} else {
resultElement.classList.remove('notification', 'is-danger');
resultElement.classList.add('notification', 'is-success');
}
resultElement.innerHTML = res.error || res.result;
if (res.from) {
resultElement.innerHTML += ' (from ' + res.from + ')';
}
});
e.preventDefault();
});
});
</script>
</body>
</html>

View File

@@ -0,0 +1,60 @@
<!DOCTYPE html>
<meta charset="utf-8">
<title>runcode nui</title>
<style type="text/css">
html {
overflow: hidden;
}
body {
background-color: transparent;
margin: 0px;
padding: 0px;
}
iframe {
width: 100%;
height: 100%;
position: absolute;
top: 0px;
bottom: 0px;
left: 0px;
right: 0px;
overflow: hidden;
}
</style>
<div id="holder">
</div>
<script type="text/javascript">
let openData = null;
window.addEventListener('message', ev => {
switch (ev.data.type) {
case 'open':
const frame = document.createElement('iframe');
frame.name = 'rc';
frame.allow = 'microphone *;';
frame.src = ev.data.url;
frame.style.visibility = 'hidden';
openData = ev.data;
openData.frame = frame;
document.querySelector('#holder').appendChild(frame);
break;
case 'ok':
openData.frame.style.visibility = 'visible';
break;
case 'close':
document.querySelector('#holder').removeChild(openData.frame);
openData = null;
break;
}
});
</script>

View File

@@ -0,0 +1,2 @@
node_modules/
.yarn.installed

View File

@@ -0,0 +1,17 @@
-- This resource is part of the default Cfx.re asset pack (cfx-server-data)
-- Altering or recreating for local use only is strongly discouraged.
version '1.0.0'
author 'Cfx.re <root@cfx.re>'
description 'Handles Social Club conductor session API for RedM. Do not disable.'
repository 'https://github.com/citizenfx/cfx-server-data'
fx_version 'adamant'
game 'rdr3'
rdr3_warning 'I acknowledge that this is a prerelease build of RedM, and I am aware my resources *will* become incompatible once RedM ships.'
dependencies {
'yarn'
}
server_script 'sm_server.js'

View File

@@ -0,0 +1,6 @@
{
"private": true,
"dependencies": {
"@citizenfx/protobufjs": "6.8.8"
}
}

View File

@@ -0,0 +1,192 @@
syntax = "proto3";
package rline;
message RpcErrorData {
string ErrorCodeString = 1;
int32 ErrorCode = 2;
string DomainString = 3;
int32 DomainCode = 4;
bytes DataEx = 5;
};
message RpcError {
int32 ErrorCode = 1;
string ErrorMessage = 2;
RpcErrorData Data = 3;
};
message RpcHeader {
string RequestId = 1;
string MethodName = 2;
RpcError Error = 3;
string srcTid = 4;
};
message RpcMessage {
RpcHeader Header = 1;
bytes Content = 2;
};
message RpcResponseContainer {
bytes Content = 1;
};
message RpcResponseMessage {
RpcHeader Header = 1;
RpcResponseContainer Container = 2;
};
message TokenStuff {
string tkn = 1;
};
message InitSessionResponse {
bytes sesid = 1;
TokenStuff token = 2;
};
message MpGamerHandleDto {
string gh = 1;
};
message MpPeerAddressDto {
string addr = 1;
};
message InitPlayer2_Parameters {
MpGamerHandleDto gh = 1;
MpPeerAddressDto peerAddress = 2;
int32 discriminator = 3;
int32 seamlessType = 4;
uint32 connectionReason = 5;
};
message InitPlayerResult {
uint32 code = 1;
};
message Restriction {
int32 u1 = 1;
int32 u2 = 2;
int32 u3 = 3;
}
message GetRestrictionsData {
repeated Restriction restriction = 1;
repeated string unk2 = 2;
};
message GetRestrictionsResult {
GetRestrictionsData data = 1;
};
message PlayerIdSto {
int32 acctId = 1;
int32 platId = 2;
};
message MpSessionRequestIdDto {
PlayerIdSto requestor = 1;
int32 index = 2;
int32 hash = 3;
};
message QueueForSession_Seamless_Parameters {
MpSessionRequestIdDto requestId = 1;
uint32 optionFlags = 2;
int32 x = 3;
int32 y = 4;
};
message QueueForSessionResult {
uint32 code = 1;
};
message QueueEntered_Parameters {
uint32 queueGroup = 1;
MpSessionRequestIdDto requestId = 2;
uint32 optionFlags = 3;
};
message GuidDto {
fixed64 a = 1;
fixed64 b = 2;
};
message MpTransitionIdDto {
GuidDto value = 1;
};
message MpSessionIdDto {
GuidDto value = 1;
};
message SessionSubcommandEnterSession {
int32 index = 1;
int32 hindex = 2;
uint32 sessionFlags = 3;
uint32 mode = 4;
int32 size = 5;
int32 teamIndex = 6;
MpTransitionIdDto transitionId = 7;
uint32 sessionManagerType = 8;
int32 slotCount = 9;
};
message SessionSubcommandLeaveSession {
uint32 reason = 1;
};
message SessionSubcommandAddPlayer {
PlayerIdSto id = 1;
MpGamerHandleDto gh = 2;
MpPeerAddressDto addr = 3;
int32 index = 4;
};
message SessionSubcommandRemovePlayer {
PlayerIdSto id = 1;
};
message SessionSubcommandHostChanged {
int32 index = 1;
};
message SessionCommand {
uint32 cmd = 1;
string cmdname = 2;
SessionSubcommandEnterSession EnterSession = 3;
SessionSubcommandLeaveSession LeaveSession = 4;
SessionSubcommandAddPlayer AddPlayer = 5;
SessionSubcommandRemovePlayer RemovePlayer = 6;
SessionSubcommandHostChanged HostChanged = 7;
};
message scmds_Parameters {
MpSessionIdDto sid = 1;
int32 ncmds = 2;
repeated SessionCommand cmds = 3;
};
message UriType {
string url = 1;
};
message TransitionReady_PlayerQueue_Parameters {
UriType serverUri = 1;
uint32 serverSandbox = 2;
MpTransitionIdDto id = 3;
uint32 sessionType = 4;
MpSessionRequestIdDto requestId = 5;
MpSessionIdDto transferId = 6;
};
message TransitionToSession_Parameters {
MpTransitionIdDto id = 1;
float x = 2;
float y = 3;
};
message TransitionToSessionResult {
uint32 code = 1;
};

View File

@@ -0,0 +1,328 @@
const protobuf = require("@citizenfx/protobufjs");
const playerDatas = {};
let slotsUsed = 0;
function assignSlotId() {
for (let i = 0; i < 32; i++) {
if (!(slotsUsed & (1 << i))) {
slotsUsed |= (1 << i);
return i;
}
}
return -1;
}
let hostIndex = -1;
const isOneSync = GetConvar("onesync", "off") !== "off";
protobuf.load(GetResourcePath(GetCurrentResourceName()) + "/rline.proto", function(err, root) {
if (err) {
console.log(err);
return;
}
const RpcMessage = root.lookupType("rline.RpcMessage");
const RpcResponseMessage = root.lookupType("rline.RpcResponseMessage");
const InitSessionResponse = root.lookupType("rline.InitSessionResponse");
const InitPlayer2_Parameters = root.lookupType("rline.InitPlayer2_Parameters");
const InitPlayerResult = root.lookupType("rline.InitPlayerResult");
const GetRestrictionsResult = root.lookupType("rline.GetRestrictionsResult");
const QueueForSession_Seamless_Parameters = root.lookupType("rline.QueueForSession_Seamless_Parameters");
const QueueForSessionResult = root.lookupType("rline.QueueForSessionResult");
const QueueEntered_Parameters = root.lookupType("rline.QueueEntered_Parameters");
const TransitionReady_PlayerQueue_Parameters = root.lookupType("rline.TransitionReady_PlayerQueue_Parameters");
const TransitionToSession_Parameters = root.lookupType("rline.TransitionToSession_Parameters");
const TransitionToSessionResult = root.lookupType("rline.TransitionToSessionResult");
const scmds_Parameters = root.lookupType("rline.scmds_Parameters");
function toArrayBuffer(buf) {
var ab = new ArrayBuffer(buf.length);
var view = new Uint8Array(ab);
for (var i = 0; i < buf.length; ++i) {
view[i] = buf[i];
}
return ab;
}
function emitMsg(target, data) {
emitNet('__cfx_internal:pbRlScSession', target, toArrayBuffer(data));
}
function emitSessionCmds(target, cmd, cmdname, msg) {
const stuff = {};
stuff[cmdname] = msg;
emitMsg(target, RpcMessage.encode({
Header: {
MethodName: 'scmds'
},
Content: scmds_Parameters.encode({
sid: {
value: {
a: 2,
b: 2
}
},
ncmds: 1,
cmds: [
{
cmd,
cmdname,
...stuff
}
]
}).finish()
}).finish());
}
function emitAddPlayer(target, msg) {
emitSessionCmds(target, 2, 'AddPlayer', msg);
}
function emitRemovePlayer(target, msg) {
emitSessionCmds(target, 3, 'RemovePlayer', msg);
}
function emitHostChanged(target, msg) {
emitSessionCmds(target, 5, 'HostChanged', msg);
}
onNet('playerDropped', () => {
if (isOneSync) {
return;
}
try {
const oData = playerDatas[source];
delete playerDatas[source];
if (oData && hostIndex === oData.slot) {
const pda = Object.entries(playerDatas);
if (pda.length > 0) {
hostIndex = pda[0][1].slot | 0; // TODO: actually use <=31 slot index *and* check for id
for (const [ id, data ] of Object.entries(playerDatas)) {
emitHostChanged(id, {
index: hostIndex
});
}
} else {
hostIndex = -1;
}
}
if (!oData) {
return;
}
if (oData.slot > -1) {
slotsUsed &= ~(1 << oData.slot);
}
for (const [ id, data ] of Object.entries(playerDatas)) {
emitRemovePlayer(id, {
id: oData.id
});
}
} catch (e) {
console.log(e);
console.log(e.stack);
}
});
function makeResponse(type, data) {
return {
Header: {
},
Container: {
Content: type.encode(data).finish()
}
};
}
const handlers = {
async InitSession(source, data) {
return makeResponse(InitSessionResponse, {
sesid: Buffer.alloc(16),
/*token: {
tkn: 'ACSTOKEN token="meow",signature="meow"'
}*/
});
},
async InitPlayer2(source, data) {
const req = InitPlayer2_Parameters.decode(data);
if (!isOneSync) {
playerDatas[source] = {
gh: req.gh,
peerAddress: req.peerAddress,
discriminator: req.discriminator,
slot: -1
};
}
return makeResponse(InitPlayerResult, {
code: 0
});
},
async GetRestrictions(source, data) {
return makeResponse(GetRestrictionsResult, {
data: {
}
});
},
async ConfirmSessionEntered(source, data) {
return {};
},
async TransitionToSession(source, data) {
const req = TransitionToSession_Parameters.decode(data);
return makeResponse(TransitionToSessionResult, {
code: 1 // in this message, 1 is success
});
},
async QueueForSession_Seamless(source, data) {
const req = QueueForSession_Seamless_Parameters.decode(data);
if (!isOneSync) {
playerDatas[source].req = req.requestId;
playerDatas[source].id = req.requestId.requestor;
playerDatas[source].slot = assignSlotId();
}
setTimeout(() => {
emitMsg(source, RpcMessage.encode({
Header: {
MethodName: 'QueueEntered'
},
Content: QueueEntered_Parameters.encode({
queueGroup: 69,
requestId: req.requestId,
optionFlags: req.optionFlags
}).finish()
}).finish());
if (isOneSync) {
hostIndex = 16
} else if (hostIndex === -1) {
hostIndex = playerDatas[source].slot | 0;
}
emitMsg(source, RpcMessage.encode({
Header: {
MethodName: 'TransitionReady_PlayerQueue'
},
Content: TransitionReady_PlayerQueue_Parameters.encode({
serverUri: {
url: ''
},
requestId: req.requestId,
id: {
value: {
a: 2,
b: 0
}
},
serverSandbox: 0xD656C677,
sessionType: 3,
transferId: {
value: {
a: 2,
b: 2
}
},
}).finish()
}).finish());
setTimeout(() => {
emitSessionCmds(source, 0, 'EnterSession', {
index: (isOneSync) ? 16 : playerDatas[source].slot | 0,
hindex: hostIndex,
sessionFlags: 0,
mode: 0,
size: (isOneSync) ? 0 : Object.entries(playerDatas).filter(a => a[1].id).length,
//size: 2,
//size: Object.entries(playerDatas).length,
teamIndex: 0,
transitionId: {
value: {
a: 2,
b: 0
}
},
sessionManagerType: 0,
slotCount: 32
});
}, 50);
if (!isOneSync) {
setTimeout(() => {
// tell player about everyone, and everyone about player
const meData = playerDatas[source];
const aboutMe = {
id: meData.id,
gh: meData.gh,
addr: meData.peerAddress,
index: playerDatas[source].slot | 0
};
for (const [ id, data ] of Object.entries(playerDatas)) {
if (id == source || !data.id) continue;
emitAddPlayer(source, {
id: data.id,
gh: data.gh,
addr: data.peerAddress,
index: data.slot | 0
});
emitAddPlayer(id, aboutMe);
}
}, 150);
}
}, 250);
return makeResponse(QueueForSessionResult, {
code: 1
});
},
};
async function handleMessage(source, method, data) {
if (handlers[method]) {
return await handlers[method](source, data);
}
return {};
}
onNet('__cfx_internal:pbRlScSession', async (data) => {
const s = source;
try {
const message = RpcMessage.decode(new Uint8Array(data));
const response = await handleMessage(s, message.Header.MethodName, message.Content);
if (!response || !response.Header) {
return;
}
response.Header.RequestId = message.Header.RequestId;
emitMsg(s, RpcResponseMessage.encode(response).finish());
} catch (e) {
console.log(e);
console.log(e.stack);
}
});
});

View File

@@ -0,0 +1,3 @@
--This empty file causes the scheduler.lua to load clientside
--scheduler.lua when loaded inside the sessionmanager resource currently manages remote callbacks.
--Without this, callbacks will only work server->client and not client->server.

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@@ -0,0 +1,13 @@
-- This resource is part of the default Cfx.re asset pack (cfx-server-data)
-- Altering or recreating for local use only is strongly discouraged.
version '1.0.0'
author 'Cfx.re <root@cfx.re>'
description 'Handles the "host lock" for non-OneSync servers. Do not disable.'
repository 'https://github.com/citizenfx/cfx-server-data'
fx_version 'cerulean'
games { 'gta4', 'gta5' }
server_script 'server/host_lock.lua'
client_script 'client/empty.lua'

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-- whitelist c2s events
RegisterServerEvent('hostingSession')
RegisterServerEvent('hostedSession')
-- event handler for pre-session 'acquire'
local currentHosting
local hostReleaseCallbacks = {}
-- TODO: add a timeout for the hosting lock to be held
-- TODO: add checks for 'fraudulent' conflict cases of hosting attempts (typically whenever the host can not be reached)
AddEventHandler('hostingSession', function()
-- if the lock is currently held, tell the client to await further instruction
if currentHosting then
TriggerClientEvent('sessionHostResult', source, 'wait')
-- register a callback for when the lock is freed
table.insert(hostReleaseCallbacks, function()
TriggerClientEvent('sessionHostResult', source, 'free')
end)
return
end
-- if the current host was last contacted less than a second ago
if GetHostId() then
if GetPlayerLastMsg(GetHostId()) < 1000 then
TriggerClientEvent('sessionHostResult', source, 'conflict')
return
end
end
hostReleaseCallbacks = {}
currentHosting = source
TriggerClientEvent('sessionHostResult', source, 'go')
-- set a timeout of 5 seconds
SetTimeout(5000, function()
if not currentHosting then
return
end
currentHosting = nil
for _, cb in ipairs(hostReleaseCallbacks) do
cb()
end
end)
end)
AddEventHandler('hostedSession', function()
-- check if the client is the original locker
if currentHosting ~= source then
-- TODO: drop client as they're clearly lying
print(currentHosting, '~=', source)
return
end
-- free the host lock (call callbacks and remove the lock value)
for _, cb in ipairs(hostReleaseCallbacks) do
cb()
end
currentHosting = nil
end)
EnableEnhancedHostSupport(true)

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-- This resource is part of the default Cfx.re asset pack (cfx-server-data)
-- Altering or recreating for local use only is strongly discouraged.
version '1.0.0'
author 'Cfx.re <root@cfx.re>'
description 'Example loading screen.'
repository 'https://github.com/citizenfx/cfx-server-data'
files {
'index.html',
'keks.css',
'bankgothic.ttf',
'loadscreen.jpg'
}
loadscreen 'index.html'
fx_version 'bodacious'
game 'gta5'

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@@ -0,0 +1,77 @@
<html>
<head>
<link href="keks.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div class="backdrop">
<div class="top">
<h1 title="Free Mode">Free Mode</h1>
<h2 title="Not Algonquin">Not Algonquin</h2>
</div>
<div class="letni">
<h2 title="INTEL">Intel</h2>
<h3></h3>
<div class="loadbar"><div class="thingy"></div></div>
<p>The Statue of Happiness has no heart. You do.</p>
</div>
<div class="bottom">
<div id="gradient">
</div>
</div>
</div>
<script type="text/javascript">
// this will actually restart the loading bar a lot, making multiple loading bars is an exercise to the reader... for now.
// for a set of possible events, see https://github.com/citizenfx/fivem/blob/master/code/components/loading-screens-five/src/LoadingScreens.cpp
var count = 0;
var thisCount = 0;
const emoji = {
INIT_BEFORE_MAP_LOADED: [ '🍉' ],
INIT_AFTER_MAP_LOADED: [ '🍋', '🍊' ],
INIT_SESSION: [ '🍐', '🍅', '🍆' ],
};
const handlers = {
startInitFunctionOrder(data)
{
count = data.count;
document.querySelector('.letni h3').innerHTML += emoji[data.type][data.order - 1] || '';
},
initFunctionInvoking(data)
{
document.querySelector('.thingy').style.left = '0%';
document.querySelector('.thingy').style.width = ((data.idx / count) * 100) + '%';
},
startDataFileEntries(data)
{
count = data.count;
document.querySelector('.letni h3').innerHTML += "\u{1f358}";
},
performMapLoadFunction(data)
{
++thisCount;
document.querySelector('.thingy').style.left = '0%';
document.querySelector('.thingy').style.width = ((thisCount / count) * 100) + '%';
},
onLogLine(data)
{
document.querySelector('.letni p').innerHTML = data.message + "..!";
}
};
window.addEventListener('message', function(e)
{
(handlers[e.data.eventName] || function() {})(e.data);
});
</script>
</body>
</html>

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@@ -0,0 +1,151 @@
body
{
margin: 0px;
padding: 0px;
}
.backdrop
{
position: relative;
top: 0px;
left: 0px;
width: 100%;
height: 100%;
background-image: url(loadscreen.jpg);
background-size: 100% 100%;
}
.bottom
{
position: absolute;
bottom: 0px;
width: 100%;
height: 100%;
}
#gradient
{
position: absolute;
bottom: 0px;
width: 100%;
height: 25%;
background: linear-gradient(to bottom, rgba(0, 0, 0, 0) 0%, rgba(0, 0, 0, 1) 100%);
}
@font-face {
font-family: 'BankGothic';
src: url('bankgothic.ttf') format('truetype');
font-weight: normal;
font-style: normal;
}
h1, h2 {
position: relative;
background: transparent;
z-index: 0;
}
/* add a single stroke */
h1:before, h2:before {
content: attr(title);
position: absolute;
-webkit-text-stroke: 0.1em #000;
left: 0;
z-index: -1;
}
.letni
{
position: absolute;
left: 5%;
right: 5%;
bottom: 10%;
z-index: 5;
color: #fff;
font-family: "Segoe UI";
}
.letni p
{
font-size: 22px;
margin-left: 3px;
margin-top: 0px;
}
.letni h2, .letni h3
{
font-family: BankGothic;
text-transform: uppercase;
font-size: 50px;
margin: 0px;
display: inline-block;
}
.top
{
color: #fff;
position: absolute;
top: 7%;
left: 5%;
right: 5%;
}
.top h1
{
font-family: BankGothic;
font-size: 60px;
margin: 0px;
}
.top h2
{
font-family: BankGothic;
font-size: 40px;
margin: 0px;
color: #ddd;
}
.loadbar
{
width: 100%;
background-color: rgba(140, 140, 140, .9);
height: 20px;
margin-left: 2px;
margin-right: 3px;
margin-top: 5px;
margin-bottom: 5px;
overflow: hidden;
position: relative;
display: block;
}
.thingy
{
width: 10%;
background-color: #eee;
height: 20px;
position: absolute;
left: 10%;
}

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-- This resource is part of the default Cfx.re asset pack (cfx-server-data)
-- Altering or recreating for local use only is strongly discouraged.
version '1.0.0'
author 'Cfx.re <root@cfx.re>'
description 'A compatibility resource to load basic-gamemode.'
repository 'https://github.com/citizenfx/cfx-server-data'
-- compatibility wrapper
fx_version 'adamant'
game 'common'
dependency 'basic-gamemode'

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GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
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How to Apply These Terms to Your New Programs
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cron
Copyright (C) 2015-2024 Jérémie N'gadi
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 <http://www.gnu.org/licenses/>.
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:
cron Copyright (C) 2015-2024 Jérémie N'gadi
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
<http://www.gnu.org/licenses/>.
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
<http://www.gnu.org/philosophy/why-not-lgpl.html>.

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@@ -0,0 +1,37 @@
<h1 align='center'>[ESX] Cron</a></h1><p align='center'><b><a href='https://discord.esx-framework.org/'>Discord</a> - <a href='https://esx-framework.org/'>Website</a> - <a href='https://docs.esx-framework.org/legacy/installation'>Documentation</a></b></h5>
A simple, but vital, resource that allows resources to Run tasks at specific intervals.
# Example Usage
```lua
-- Execute task 5:10, every day
function CronTask(d, h, m)
print('Task done')
end
TriggerEvent('cron:runAt', 5, 10, CronTask)
-- Execute task every monday at 18:30
function CronTask(d, h, m)
if d == 1 then
print('Task done')
end
end
TriggerEvent('cron:runAt', 18, 30, CronTask)
```
# Legal
cron - run tasks at specific intervals!
Copyright (C) 2015-2024 Jérémie N'gadi
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 http://www.gnu.org/licenses/.

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@@ -0,0 +1,9 @@
fx_version 'adamant'
game 'gta5'
author 'ESX-Framework'
description 'Allows resources to Run tasks at specific intervals.'
lua54 'yes'
version '1.13.5'
server_script 'server/main.lua'

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@@ -0,0 +1,75 @@
---@class CronJob
---@field h number
---@field m number
---@field cb function|table
---@type CronJob[]
local cronJobs = {}
---@type number|false
local lastTimestamp = false
---@param h number
---@param m number
---@param cb function|table
function RunAt(h, m, cb)
cronJobs[#cronJobs + 1] = {
h = h,
m = m,
cb = cb,
}
end
---@return number
function GetUnixTimestamp()
return os.time()
end
---@param timestamp number
function OnTime(timestamp)
for i = 1, #cronJobs, 1 do
local scheduledTimestamp = os.time({
hour = cronJobs[i].h,
min = cronJobs[i].m,
sec = 0, -- Assuming tasks run at the start of the minute
day = os.date("%d", timestamp),
month = os.date("%m", timestamp),
year = os.date("%Y", timestamp),
})
if timestamp >= scheduledTimestamp and (not lastTimestamp or lastTimestamp < scheduledTimestamp) then
local d = os.date('*t', scheduledTimestamp).wday
cronJobs[i].cb(d, cronJobs[i].h, cronJobs[i].m)
end
end
end
---@return nil
function Tick()
local timestamp = GetUnixTimestamp()
if not lastTimestamp or os.date("%M", timestamp) ~= os.date("%M", lastTimestamp) then
OnTime(timestamp)
lastTimestamp = timestamp
end
SetTimeout(60000, Tick)
end
lastTimestamp = GetUnixTimestamp()
Tick()
---@param h number
---@param m number
---@param cb function|table
AddEventHandler("cron:runAt", function(h, m, cb)
local invokingResource = GetInvokingResource() or "Unknown"
local typeH = type(h)
local typeM = type(m)
local typeCb = type(cb)
assert(typeH == "number", ("Expected number for h, got %s. Invoking Resource: '%s'"):format(typeH, invokingResource))
assert(typeM == "number", ("Expected number for m, got %s. Invoking Resource: '%s'"):format(typeM, invokingResource))
assert(typeCb == "function" or (typeCb == "table" and type(getmetatable(cb)?.__call) == "function"), ("Expected function for cb, got %s. Invoking Resource: '%s'"):format(typeCb, invokingResource))
RunAt(h, m, cb)
end)

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@@ -0,0 +1,674 @@
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permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
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THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
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IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
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If the disclaimer of warranty and limitation of liability provided
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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.
es_extended
Copyright (C) 2015-2024 Jérémie N'gadi
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 <http://www.gnu.org/licenses/>.
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:
es_extended Copyright (C) 2015-2024 Jérémie N'gadi
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
<http://www.gnu.org/licenses/>.
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
<http://www.gnu.org/philosophy/why-not-lgpl.html>.

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@@ -0,0 +1,13 @@
<h1 align='center'>es_extended</a></h1><p align='center'><b><a href='https://discord.esx-framework.org/'>Discord</a> - <a href='https://docs.esx-framework.org/legacy/installation'>Documentation</a></b></h5>
## Legal
es_extended
Copyright (C) 2015-2024 Jérémie N'gadi
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 <http://www.gnu.org/licenses/>.

File diff suppressed because it is too large Load Diff

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@@ -0,0 +1,21 @@
local class = {}
class.__index = class
function class:new(...)
local instance = setmetatable({}, self)
if instance.constructor then
local ret = instance:constructor(...)
if type(ret) == 'table' then
return ret
end
end
return instance
end
function Class(body, heritage)
local prototype = body or {}
prototype.__index = prototype
return setmetatable(prototype, heritage or class)
end
return Class

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@@ -0,0 +1,53 @@
local Point = ESX.Class()
local nearby, loop = {}, nil
function Point:constructor(properties)
self.coords = properties.coords
self.hidden = properties.hidden
self.enter = properties.enter
self.leave = properties.leave
self.inside = properties.inside
self.handle = ESX.CreatePointInternal(properties.coords, properties.distance, properties.hidden, function()
nearby[self.handle] = self
if self.enter then
self:enter()
end
if not loop then
loop = true
CreateThread(function()
while loop do
local coords = GetEntityCoords(ESX.PlayerData.ped)
for _, point in pairs(nearby) do
if point.inside then
point:inside(#(coords - point.coords))
end
end
Wait(0)
end
end)
end
end, function()
nearby[self.handle] = nil
if self.leave then
self:leave()
end
if #nearby == 0 then
loop = false
end
end)
end
function Point:delete()
ESX.RemovePointInternal(self.handle)
end
function Point:toggle(hidden)
if hidden == nil then
hidden = not self.hidden
end
self.hidden = hidden
ESX.HidePointInternal(self.handle, hidden)
end
return Point

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@@ -0,0 +1,30 @@
Core = {}
Core.Input = {}
Core.Events = {}
ESX.PlayerData = {}
ESX.PlayerLoaded = false
ESX.playerId = PlayerId()
ESX.serverId = GetPlayerServerId(ESX.playerId)
ESX.UI = {}
ESX.UI.Menu = {}
ESX.UI.Menu.RegisteredTypes = {}
ESX.UI.Menu.Opened = {}
ESX.Game = {}
ESX.Game.Utils = {}
CreateThread(function()
while not Config.Multichar do
Wait(100)
if NetworkIsPlayerActive(ESX.playerId) then
ESX.DisableSpawnManager()
DoScreenFadeOut(0)
Wait(500)
TriggerServerEvent("esx:onPlayerJoined")
break
end
end
end)

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@@ -0,0 +1,234 @@
Actions = {}
Actions._index = Actions
Actions.inVehicle = false
Actions.enteringVehicle = false
Actions.inPauseMenu = false
Actions.currentWeapon = false
function Actions:GetSeatPedIsIn()
for i = -1, 16 do
if GetPedInVehicleSeat(self.vehicle, i) == ESX.PlayerData.ped then
return i
end
end
return -1
end
function Actions:GetVehicleData()
if not DoesEntityExist(self.vehicle) then
return
end
local vehicleModel = GetEntityModel(self.vehicle)
local displayName = GetDisplayNameFromVehicleModel(vehicleModel)
local netId = NetworkGetEntityIsNetworked(self.vehicle) and VehToNet(self.vehicle) or self.vehicle
local plate = GetVehicleNumberPlateText(self.vehicle)
return displayName, netId, plate
end
function Actions:SetVehicleStatus()
ESX.SetPlayerData("vehicle", self.vehicle)
ESX.SetPlayerData("seat", self.seat)
end
function Actions:TrackPedCoordsOnce()
CreateThread(function()
while not ESX.IsPlayerLoaded() do
Wait(250)
end
ESX.PlayerData.coords = nil
setmetatable(ESX.PlayerData, {
__index = function(_, key)
if key ~= "coords" then
return
end
local coords = GetEntityCoords(ESX.PlayerData.ped)
return coords
end
})
end)
end
function Actions:TrackPed()
local playerPed = ESX.PlayerData.ped
local newPed = PlayerPedId()
if playerPed ~= newPed then
ESX.SetPlayerData("ped", newPed)
TriggerEvent("esx:playerPedChanged", newPed)
if Config.EnableDebug then
print("[DEBUG] Player ped changed:", newPed)
end
end
end
function Actions:TrackPauseMenu()
local isActive = IsPauseMenuActive()
if isActive ~= self.inPauseMenu then
self.inPauseMenu = isActive
TriggerEvent("esx:pauseMenuActive", isActive)
if Config.EnableDebug then
print("[DEBUG] Pause menu active:", isActive)
end
end
end
function Actions:EnterVehicle()
self.seat = GetSeatPedIsTryingToEnter(ESX.PlayerData.ped)
local _, netId, plate = self:GetVehicleData()
self.enteringVehicle = true
TriggerEvent("esx:enteringVehicle", self.vehicle, plate, self.seat, netId)
TriggerServerEvent("esx:enteringVehicle", plate, self.seat, netId)
self:SetVehicleStatus()
if Config.EnableDebug then
print("[DEBUG] Entering vehicle:", self.vehicle, plate, self.seat, netId)
end
end
function Actions:ResetVehicleData()
self.enteringVehicle = false
self.vehicle = false
self.seat = false
self.inVehicle = false
self:SetVehicleStatus()
end
function Actions:EnterAborted()
self:ResetVehicleData()
TriggerEvent("esx:enteringVehicleAborted")
TriggerServerEvent("esx:enteringVehicleAborted")
if Config.EnableDebug then
print("[DEBUG] Entering vehicle aborted")
end
end
function Actions:WarpEnter()
self.enteringVehicle = false
self.inVehicle = true
self.seat = self:GetSeatPedIsIn()
local displayName, netId, plate = self:GetVehicleData()
self:SetVehicleStatus()
TriggerEvent("esx:enteredVehicle", self.vehicle, plate, self.seat, displayName, netId)
TriggerServerEvent("esx:enteredVehicle", plate, self.seat, displayName, netId)
if Config.EnableDebug then
print("[DEBUG] Entered vehicle:", self.vehicle, plate, self.seat, displayName, netId)
end
end
function Actions:ExitVehicle()
local currentVehicle = GetVehiclePedIsIn(ESX.PlayerData.ped, false)
if currentVehicle ~= self.vehicle or ESX.PlayerData.dead then
local displayName, netId, plate = self:GetVehicleData()
TriggerEvent("esx:exitedVehicle", self.vehicle, plate, self.seat, displayName, netId)
TriggerServerEvent("esx:exitedVehicle", plate, self.seat, displayName, netId)
if Config.EnableDebug then
print("[DEBUG] Exited vehicle:", self.vehicle, plate, self.seat, displayName, netId)
end
self:ResetVehicleData()
end
end
function Actions:TrackVehicle()
if not self.inVehicle and not ESX.PlayerData.dead then
local tempVehicle = GetVehiclePedIsTryingToEnter(ESX.PlayerData.ped)
if DoesEntityExist(tempVehicle) and not self.enteringVehicle then
self.vehicle = tempVehicle
self:EnterVehicle()
elseif not DoesEntityExist(tempVehicle) and not IsPedInAnyVehicle(ESX.PlayerData.ped, true) and self.enteringVehicle then
self:EnterAborted()
elseif IsPedInAnyVehicle(ESX.PlayerData.ped, false) then
self.vehicle = GetVehiclePedIsIn(ESX.PlayerData.ped, false)
self:WarpEnter()
end
elseif self.inVehicle then
self:ExitVehicle()
self:TrackSeat()
end
end
function Actions:TrackSeat()
if not self.inVehicle then
return
end
local newSeat = self:GetSeatPedIsIn()
if newSeat ~= self.seat then
self.seat = newSeat
ESX.SetPlayerData("seat", self.seat)
TriggerEvent("esx:vehicleSeatChanged", self.seat)
if Config.EnableDebug then
print("[DEBUG] Vehicle seat changed:", self.seat)
end
end
end
function Actions:TrackWeapon()
---@type number|false
local newWeapon = GetSelectedPedWeapon(ESX.PlayerData.ped)
newWeapon = newWeapon ~= `WEAPON_UNARMED` and newWeapon or false
if newWeapon ~= self.currentWeapon then
self.currentWeapon = newWeapon
ESX.SetPlayerData("weapon", self.currentWeapon)
TriggerEvent("esx:weaponChanged", self.currentWeapon)
if Config.EnableDebug then
print("[DEBUG] Weapon changed:", self.currentWeapon)
end
end
end
function Actions:SlowLoop()
CreateThread(function()
while ESX.PlayerLoaded do
self:TrackPauseMenu()
self:TrackVehicle()
self:TrackWeapon()
Wait(500)
end
end)
end
function Actions:PedLoop()
CreateThread(function()
while ESX.PlayerLoaded do
self:TrackPed()
Wait(0)
end
end)
end
function Actions:Init()
self:SlowLoop()
self:PedLoop()
self:TrackPedCoordsOnce()
end
Actions:Init()

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@@ -0,0 +1,253 @@
Adjustments = {}
function Adjustments:RemoveHudComponents()
for i = 1, #Config.RemoveHudComponents do
if Config.RemoveHudComponents[i] then
SetHudComponentSize(i, 0.0, 0.0)
SetHudComponentPosition(i, 900.0, 900.0)
end
end
end
function Adjustments:DisableAimAssist()
if Config.DisableAimAssist then
SetPlayerTargetingMode(3)
end
end
function Adjustments:DisableNPCDrops()
if Config.DisableNPCDrops then
local weaponPickups = { `PICKUP_WEAPON_CARBINERIFLE`, `PICKUP_WEAPON_PISTOL`, `PICKUP_WEAPON_PUMPSHOTGUN` }
for i = 1, #weaponPickups do
ToggleUsePickupsForPlayer(ESX.playerId, weaponPickups[i], false)
end
end
end
function Adjustments:SeatShuffle()
if Config.DisableVehicleSeatShuff then
AddEventHandler("esx:enteredVehicle", function(vehicle, _, seat)
if seat > -1 then
SetPedIntoVehicle(ESX.PlayerData.ped, vehicle, seat)
SetPedConfigFlag(ESX.PlayerData.ped, 184, true)
end
end)
end
end
function Adjustments:HealthRegeneration()
if Config.DisableHealthRegeneration then
SetPlayerHealthRechargeMultiplier(ESX.playerId, 0.0)
end
end
function Adjustments:AmmoAndVehicleRewards()
CreateThread(function()
while true do
if Config.DisableDisplayAmmo then
DisplayAmmoThisFrame(false)
end
if Config.DisableVehicleRewards then
DisablePlayerVehicleRewards(ESX.playerId)
end
Wait(0)
end
end)
end
function Adjustments:EnablePvP()
if Config.EnablePVP then
SetCanAttackFriendly(ESX.PlayerData.ped, true, false)
NetworkSetFriendlyFireOption(true)
end
end
function Adjustments:DispatchServices()
if Config.DisableDispatchServices then
for i = 1, 15 do
EnableDispatchService(i, false)
end
SetAudioFlag('PoliceScannerDisabled', true)
end
end
function Adjustments:NPCScenarios()
if Config.DisableScenarios then
local scenarios = {
"WORLD_VEHICLE_ATTRACTOR",
"WORLD_VEHICLE_AMBULANCE",
"WORLD_VEHICLE_BICYCLE_BMX",
"WORLD_VEHICLE_BICYCLE_BMX_BALLAS",
"WORLD_VEHICLE_BICYCLE_BMX_FAMILY",
"WORLD_VEHICLE_BICYCLE_BMX_HARMONY",
"WORLD_VEHICLE_BICYCLE_BMX_VAGOS",
"WORLD_VEHICLE_BICYCLE_MOUNTAIN",
"WORLD_VEHICLE_BICYCLE_ROAD",
"WORLD_VEHICLE_BIKE_OFF_ROAD_RACE",
"WORLD_VEHICLE_BIKER",
"WORLD_VEHICLE_BOAT_IDLE",
"WORLD_VEHICLE_BOAT_IDLE_ALAMO",
"WORLD_VEHICLE_BOAT_IDLE_MARQUIS",
"WORLD_VEHICLE_BROKEN_DOWN",
"WORLD_VEHICLE_BUSINESSMEN",
"WORLD_VEHICLE_HELI_LIFEGUARD",
"WORLD_VEHICLE_CLUCKIN_BELL_TRAILER",
"WORLD_VEHICLE_CONSTRUCTION_SOLO",
"WORLD_VEHICLE_CONSTRUCTION_PASSENGERS",
"WORLD_VEHICLE_DRIVE_PASSENGERS",
"WORLD_VEHICLE_DRIVE_PASSENGERS_LIMITED",
"WORLD_VEHICLE_DRIVE_SOLO",
"WORLD_VEHICLE_FIRE_TRUCK",
"WORLD_VEHICLE_EMPTY",
"WORLD_VEHICLE_MARIACHI",
"WORLD_VEHICLE_MECHANIC",
"WORLD_VEHICLE_MILITARY_PLANES_BIG",
"WORLD_VEHICLE_MILITARY_PLANES_SMALL",
"WORLD_VEHICLE_PARK_PARALLEL",
"WORLD_VEHICLE_PARK_PERPENDICULAR_NOSE_IN",
"WORLD_VEHICLE_PASSENGER_EXIT",
"WORLD_VEHICLE_POLICE_BIKE",
"WORLD_VEHICLE_POLICE_CAR",
"WORLD_VEHICLE_POLICE",
"WORLD_VEHICLE_POLICE_NEXT_TO_CAR",
"WORLD_VEHICLE_QUARRY",
"WORLD_VEHICLE_SALTON",
"WORLD_VEHICLE_SALTON_DIRT_BIKE",
"WORLD_VEHICLE_SECURITY_CAR",
"WORLD_VEHICLE_STREETRACE",
"WORLD_VEHICLE_TOURBUS",
"WORLD_VEHICLE_TOURIST",
"WORLD_VEHICLE_TANDL",
"WORLD_VEHICLE_TRACTOR",
"WORLD_VEHICLE_TRACTOR_BEACH",
"WORLD_VEHICLE_TRUCK_LOGS",
"WORLD_VEHICLE_TRUCKS_TRAILERS",
"WORLD_VEHICLE_DISTANT_EMPTY_GROUND",
"WORLD_HUMAN_PAPARAZZI",
}
for i=1, #scenarios do
SetScenarioTypeEnabled(scenarios[i], false)
end
end
end
function Adjustments:LicensePlates()
SetDefaultVehicleNumberPlateTextPattern(-1, Config.CustomAIPlates)
end
local placeHolders = {
server_name = function()
return GetConvar("sv_projectName", "ESX-Framework")
end,
server_endpoint = function()
return GetCurrentServerEndpoint() or "localhost:30120"
end,
server_players = function()
return GlobalState.playerCount or 0
end,
server_maxplayers = function()
return GetConvarInt("sv_maxClients", 48)
end,
player_name = function()
return GetPlayerName(ESX.playerId)
end,
player_rp_name = function()
return ESX.PlayerData.name or "John Doe"
end,
player_id = function()
return ESX.serverId
end,
player_street = function()
if not ESX.PlayerData.ped then return "Unknown" end
local playerCoords = GetEntityCoords(ESX.PlayerData.ped)
local streetHash = GetStreetNameAtCoord(playerCoords.x, playerCoords.y, playerCoords.z)
return GetStreetNameFromHashKey(streetHash) or "Unknown"
end,
}
function Adjustments:ReplacePlaceholders(text)
for placeholder, cb in pairs(placeHolders) do
local success, result = pcall(cb)
if not success then
error(("Failed to execute placeholder: ^5%s^7\n%s"):format(placeholder, result))
result = "Unknown"
end
text = text:gsub(("{%s}"):format(placeholder), tostring(result))
end
return text
end
function Adjustments:DiscordPresence()
if Config.DiscordActivity.appId ~= 0 then
CreateThread(function()
while true do
SetDiscordAppId(Config.DiscordActivity.appId)
SetRichPresence(self:ReplacePlaceholders(Config.DiscordActivity.presence))
SetDiscordRichPresenceAsset(Config.DiscordActivity.assetName)
SetDiscordRichPresenceAssetText(self:ReplacePlaceholders(Config.DiscordActivity.assetText))
for i = 1, #Config.DiscordActivity.buttons do
local button = Config.DiscordActivity.buttons[i]
local buttonUrl = self:ReplacePlaceholders(button.url)
SetDiscordRichPresenceAction(i - 1, button.label, buttonUrl)
end
Wait(Config.DiscordActivity.refresh)
end
end)
end
end
function Adjustments:WantedLevel()
if not Config.EnableWantedLevel then
ClearPlayerWantedLevel(ESX.playerId)
SetMaxWantedLevel(0)
end
end
function Adjustments:DisableRadio()
if Config.RemoveHudComponents[16] then
AddEventHandler("esx:enteredVehicle", function(vehicle, plate, seat, displayName, netId)
SetVehRadioStation(vehicle,"OFF")
SetUserRadioControlEnabled(false)
end)
end
end
function Adjustments:Multipliers()
CreateThread(function()
while true do
SetPedDensityMultiplierThisFrame(Config.Multipliers.pedDensity)
SetScenarioPedDensityMultiplierThisFrame(Config.Multipliers.scenarioPedDensityInterior, Config.Multipliers.scenarioPedDensityExterior)
SetAmbientVehicleRangeMultiplierThisFrame(Config.Multipliers.ambientVehicleRange)
SetParkedVehicleDensityMultiplierThisFrame(Config.Multipliers.parkedVehicleDensity)
SetRandomVehicleDensityMultiplierThisFrame(Config.Multipliers.randomVehicleDensity)
SetVehicleDensityMultiplierThisFrame(Config.Multipliers.vehicleDensity)
Wait(0)
end
end)
end
function Adjustments:Load()
self:RemoveHudComponents()
self:DisableAimAssist()
self:DisableNPCDrops()
self:SeatShuffle()
self:HealthRegeneration()
self:AmmoAndVehicleRewards()
self:EnablePvP()
self:DispatchServices()
self:NPCScenarios()
self:LicensePlates()
self:DiscordPresence()
self:WantedLevel()
self:DisableRadio()
self:Multipliers()
end

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---@diagnostic disable: duplicate-set-field
-- =============================================
-- MARK: Variables
-- =============================================
Callbacks = {}
Callbacks.requests = {}
Callbacks.storage = {}
Callbacks.id = 0
-- =============================================
-- MARK: Internal Functions
-- =============================================
function Callbacks:Register(name, resource, cb)
self.storage[name] = {
resource = resource,
cb = cb
}
end
function Callbacks:Execute(cb, id, ...)
local success, errorString = pcall(cb, ...)
if not success then
print(("[^1ERROR^7] Failed to execute Callback with RequestId: ^5%s^7"):format(id))
error(errorString)
return
end
end
function Callbacks:Trigger(event, cb, invoker, ...)
self.requests[self.id] = {
await = type(cb) == "boolean",
cb = cb or promise:new()
}
local table = self.requests[self.id]
TriggerServerEvent("esx:triggerServerCallback", event, self.id, invoker, ...)
self.id += 1
return table.cb
end
function Callbacks:ServerRecieve(requestId, invoker, ...)
if not self.requests[requestId] then
return error(("Server Callback with requestId ^5%s^1 Was Called by ^5%s^1 but does not exist."):format(requestId, invoker))
end
local callback = self.requests[requestId]
self.requests[requestId] = nil
if callback.await then
callback.cb:resolve({ ... })
else
self:Execute(callback.cb, requestId, ...)
end
end
function Callbacks:ClientRecieve(eventName, requestId, invoker, ...)
if not self.storage[eventName] then
return error(("Client Callback with requestId ^5%s^1 Was Called by ^5%s^1 but does not exist."):format(eventName, invoker))
end
local returnCb = function(...)
TriggerServerEvent("esx:clientCallback", requestId, invoker, ...)
end
local callback = self.storage[eventName].cb
self:Execute(callback, requestId, returnCb, ...)
end
-- =============================================
-- MARK: ESX Functions
-- =============================================
---@param eventName string
---@param callback function
---@param ... any
---@return nil
function ESX.TriggerServerCallback(eventName, callback, ...)
local invokingResource = GetInvokingResource()
local invoker = (invokingResource and invokingResource ~= "unknown") and invokingResource or "es_extended"
Callbacks:Trigger(eventName, callback, invoker, ...)
end
---@param eventName string
---@param ... any
---@return ...
function ESX.AwaitServerCallback(eventName, ...)
local invokingResource = GetInvokingResource()
local invoker = (invokingResource and invokingResource ~= "unknown") and invokingResource or "es_extended"
local p = Callbacks:Trigger(eventName, false, invoker, ...)
if not p then return end
-- if the server callback takes longer than 15 seconds to respond, reject the promise
SetTimeout(15000, function()
if p.state == "pending" then
p:reject("Server Callback Timed Out")
end
end)
Citizen.Await(p)
return table.unpack(p.value)
end
function ESX.RegisterClientCallback(eventName, callback)
local invokingResource = GetInvokingResource()
local invoker = (invokingResource and invokingResource ~= "Unknown") and invokingResource or "es_extended"
Callbacks:Register(eventName, invoker, callback)
end
---@param eventName string
---@return boolean
function ESX.DoesClientCallbackExist(eventName)
return Callbacks.storage[eventName] ~= nil
end
-- =============================================
-- MARK: Events
-- =============================================
ESX.SecureNetEvent("esx:serverCallback", function(...)
Callbacks:ServerRecieve(...)
end)
ESX.SecureNetEvent("esx:triggerClientCallback", function(...)
Callbacks:ClientRecieve(...)
end)
AddEventHandler("onResourceStop", function(resource)
for k, v in pairs(Callbacks.storage) do
if v.resource == resource then
Callbacks.storage[k] = nil
end
end
end)

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Death = {}
Death._index = Death
function Death:ResetValues()
self.killerEntity = nil
self.deathCause = nil
self.killerId = nil
self.killerServerId = nil
end
function Death:ByPlayer()
local victimCoords = GetEntityCoords(ESX.PlayerData.ped)
local killerCoords = GetEntityCoords(self.killerEntity)
local distance = #(victimCoords - killerCoords)
local data = {
victimCoords = { x = ESX.Math.Round(victimCoords.x, 1), y = ESX.Math.Round(victimCoords.y, 1), z = ESX.Math.Round(victimCoords.z, 1) },
killerCoords = { x = ESX.Math.Round(killerCoords.x, 1), y = ESX.Math.Round(killerCoords.y, 1), z = ESX.Math.Round(killerCoords.z, 1) },
killedByPlayer = true,
deathCause = self.deathCause,
distance = ESX.Math.Round(distance, 1),
killerServerId = self.killerServerId,
killerClientId = self.killerId,
}
TriggerEvent("esx:onPlayerDeath", data)
TriggerServerEvent("esx:onPlayerDeath", data)
end
function Death:Natural()
local coords = GetEntityCoords(ESX.PlayerData.ped)
local data = {
victimCoords = { x = ESX.Math.Round(coords.x, 1), y = ESX.Math.Round(coords.y, 1), z = ESX.Math.Round(coords.z, 1) },
killedByPlayer = false,
deathCause = self.deathCause,
}
TriggerEvent("esx:onPlayerDeath", data)
TriggerServerEvent("esx:onPlayerDeath", data)
end
function Death:Died()
self.killerEntity = GetPedSourceOfDeath(ESX.PlayerData.ped)
self.deathCause = GetPedCauseOfDeath(ESX.PlayerData.ped)
self.killerId = NetworkGetPlayerIndexFromPed(self.killerEntity)
self.killerServerId = GetPlayerServerId(self.killerId)
local isActive = NetworkIsPlayerActive(self.killerId)
if self.killerEntity ~= ESX.PlayerData.ped and self.killerId and isActive then
self:ByPlayer()
else
self:Natural()
end
self:ResetValues()
end
AddEventHandler("esx:onPlayerSpawn", function()
Citizen.CreateThreadNow(function()
while not ESX.PlayerLoaded do Wait(0) end
while ESX.PlayerLoaded and not ESX.PlayerData.dead do
if DoesEntityExist(ESX.PlayerData.ped) and (IsPedDeadOrDying(ESX.PlayerData.ped, true) or IsPedFatallyInjured(ESX.PlayerData.ped)) then
Death:Died()
break
end
Citizen.Wait(250)
end
end)
end)

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local pickups = {}
RegisterNetEvent("esx:requestModel", function(model)
ESX.Streaming.RequestModel(model)
end)
RegisterNetEvent("esx:playerLoaded", function(xPlayer, _, skin)
ESX.PlayerData = xPlayer
if not Config.Multichar then
ESX.SpawnPlayer(skin, ESX.PlayerData.coords, function()
TriggerEvent("esx:onPlayerSpawn")
TriggerEvent("esx:restoreLoadout")
TriggerServerEvent("esx:onPlayerSpawn")
TriggerEvent("esx:loadingScreenOff")
ShutdownLoadingScreen()
ShutdownLoadingScreenNui()
end)
end
while not DoesEntityExist(ESX.PlayerData.ped) do
Wait(20)
end
ESX.PlayerLoaded = true
local timer = GetGameTimer()
while not HaveAllStreamingRequestsCompleted(ESX.PlayerData.ped) and (GetGameTimer() - timer) < 2000 do
Wait(0)
end
Adjustments:Load()
ClearPedTasksImmediately(ESX.PlayerData.ped)
if not Config.Multichar then
Core.FreezePlayer(false)
end
if IsScreenFadedOut() then
DoScreenFadeIn(500)
end
Actions:Init()
StartPointsLoop()
StartServerSyncLoops()
NetworkSetLocalPlayerSyncLookAt(true)
end)
local isFirstSpawn = true
ESX.SecureNetEvent("esx:onPlayerLogout", function()
ESX.PlayerLoaded = false
isFirstSpawn = true
end)
ESX.SecureNetEvent("esx:setMaxWeight", function(newMaxWeight)
ESX.SetPlayerData("maxWeight", newMaxWeight)
end)
ESX.SecureNetEvent("esx:setInventory", function(newInventory)
ESX.SetPlayerData("inventory", newInventory)
end)
local function onPlayerSpawn()
ESX.SetPlayerData("ped", PlayerPedId())
ESX.SetPlayerData("dead", false)
end
AddEventHandler("playerSpawned", onPlayerSpawn)
AddEventHandler("esx:onPlayerSpawn", function()
onPlayerSpawn()
if isFirstSpawn then
isFirstSpawn = false
if ESX.PlayerData.metadata.health and (ESX.PlayerData.metadata.health > 0 or Config.SaveDeathStatus) then
SetEntityHealth(ESX.PlayerData.ped, ESX.PlayerData.metadata.health)
end
if ESX.PlayerData.metadata.armor and ESX.PlayerData.metadata.armor > 0 then
SetPedArmour(ESX.PlayerData.ped, ESX.PlayerData.metadata.armor)
end
end
end)
AddEventHandler("esx:onPlayerDeath", function()
ESX.SetPlayerData("ped", PlayerPedId())
ESX.SetPlayerData("dead", true)
end)
AddEventHandler("skinchanger:modelLoaded", function()
while not ESX.PlayerLoaded do
Wait(100)
end
TriggerEvent("esx:restoreLoadout")
end)
AddEventHandler("esx:restoreLoadout", function()
ESX.SetPlayerData("ped", PlayerPedId())
if not Config.CustomInventory then
local ammoTypes = {}
RemoveAllPedWeapons(ESX.PlayerData.ped, true)
for _, v in ipairs(ESX.PlayerData.loadout) do
local weaponName = v.name
local weaponHash = joaat(weaponName)
GiveWeaponToPed(ESX.PlayerData.ped, weaponHash, 0, false, false)
SetPedWeaponTintIndex(ESX.PlayerData.ped, weaponHash, v.tintIndex)
local ammoType = GetPedAmmoTypeFromWeapon(ESX.PlayerData.ped, weaponHash)
for _, v2 in ipairs(v.components) do
local componentHash = ESX.GetWeaponComponent(weaponName, v2).hash
GiveWeaponComponentToPed(ESX.PlayerData.ped, weaponHash, componentHash)
end
if not ammoTypes[ammoType] then
AddAmmoToPed(ESX.PlayerData.ped, weaponHash, v.ammo)
ammoTypes[ammoType] = true
end
end
end
end)
---@diagnostic disable-next-line: param-type-mismatch
AddStateBagChangeHandler("VehicleProperties", nil, function(bagName, _, value)
if not value then
return
end
bagName = bagName:gsub("entity:", "")
local netId = tonumber(bagName)
if not netId then
error("Tried to set vehicle properties with invalid netId")
return
end
local tries = 0
while not NetworkDoesEntityExistWithNetworkId(netId) do
Wait(200)
tries = tries + 1
if tries > 20 then
return error(("Invalid entity - ^5%s^7!"):format(netId))
end
end
local vehicle = NetToVeh(netId)
if NetworkGetEntityOwner(vehicle) ~= ESX.playerId then
return
end
ESX.Game.SetVehicleProperties(vehicle, value)
end)
ESX.SecureNetEvent("esx:setAccountMoney", function(account)
for i = 1, #ESX.PlayerData.accounts do
if ESX.PlayerData.accounts[i].name == account.name then
ESX.PlayerData.accounts[i] = account
break
end
end
ESX.SetPlayerData("accounts", ESX.PlayerData.accounts)
end)
if not Config.CustomInventory then
ESX.SecureNetEvent("esx:addInventoryItem", function(item, count, showNotification)
for k, v in ipairs(ESX.PlayerData.inventory) do
if v.name == item then
ESX.UI.ShowInventoryItemNotification(true, v.label, count - v.count)
ESX.PlayerData.inventory[k].count = count
break
end
end
if showNotification then
ESX.UI.ShowInventoryItemNotification(true, item, count)
end
end)
ESX.SecureNetEvent("esx:removeInventoryItem", function(item, count, showNotification)
for i = 1, #ESX.PlayerData.inventory do
if ESX.PlayerData.inventory[i].name == item then
ESX.UI.ShowInventoryItemNotification(false, ESX.PlayerData.inventory[i].label, ESX.PlayerData.inventory[i].count - count)
ESX.PlayerData.inventory[i].count = count
break
end
end
if showNotification then
ESX.UI.ShowInventoryItemNotification(false, item, count)
end
end)
ESX.SecureNetEvent("esx:addLoadoutItem", function(weaponName, weaponLabel, ammo)
table.insert(ESX.PlayerData.loadout, {
name = weaponName,
ammo = ammo,
label = weaponLabel,
components = {},
tintIndex = 0,
})
end)
ESX.SecureNetEvent("esx:removeLoadoutItem", function(weaponName, weaponLabel)
for i = 1, #ESX.PlayerData.loadout do
if ESX.PlayerData.loadout[i].name == weaponName then
table.remove(ESX.PlayerData.loadout, i)
break
end
end
end)
RegisterNetEvent("esx:addWeapon", function()
error("event ^5'esx:addWeapon'^1 Has Been Removed. Please use ^5xPlayer.addWeapon^1 Instead!")
end)
RegisterNetEvent("esx:addWeaponComponent", function()
error("event ^5'esx:addWeaponComponent'^1 Has Been Removed. Please use ^5xPlayer.addWeaponComponent^1 Instead!")
end)
RegisterNetEvent("esx:setWeaponAmmo", function()
error("event ^5'esx:setWeaponAmmo'^1 Has Been Removed. Please use ^5xPlayer.addWeaponAmmo^1 Instead!")
end)
ESX.SecureNetEvent("esx:setWeaponTint", function(weapon, weaponTintIndex)
SetPedWeaponTintIndex(ESX.PlayerData.ped, joaat(weapon), weaponTintIndex)
end)
RegisterNetEvent("esx:removeWeapon", function()
error("event ^5'esx:removeWeapon'^1 Has Been Removed. Please use ^5xPlayer.removeWeapon^1 Instead!")
end)
ESX.SecureNetEvent("esx:removeWeaponComponent", function(weapon, weaponComponent)
local componentHash = ESX.GetWeaponComponent(weapon, weaponComponent).hash
RemoveWeaponComponentFromPed(ESX.PlayerData.ped, joaat(weapon), componentHash)
end)
end
ESX.SecureNetEvent("esx:setJob", function(Job)
ESX.SetPlayerData("job", Job)
end)
ESX.SecureNetEvent("esx:setGroup", function(group)
ESX.SetPlayerData("group", group)
end)
if not Config.CustomInventory then
ESX.SecureNetEvent("esx:createPickup", function(pickupId, label, coords, itemType, name, components, tintIndex)
local function setObjectProperties(object)
SetEntityAsMissionEntity(object, true, false)
PlaceObjectOnGroundProperly(object)
FreezeEntityPosition(object, true)
SetEntityCollision(object, false, true)
pickups[pickupId] = {
obj = object,
label = label,
inRange = false,
coords = coords,
}
end
if itemType == "item_weapon" then
local weaponHash = joaat(name)
ESX.Streaming.RequestWeaponAsset(weaponHash)
local pickupObject = CreateWeaponObject(weaponHash, 50, coords.x, coords.y, coords.z, true, 1.0, 0)
SetWeaponObjectTintIndex(pickupObject, tintIndex)
for _, v in ipairs(components) do
local component = ESX.GetWeaponComponent(name, v)
if component then
GiveWeaponComponentToWeaponObject(pickupObject, component.hash)
end
end
setObjectProperties(pickupObject)
else
ESX.Game.SpawnLocalObject("prop_money_bag_01", coords, setObjectProperties)
end
end)
ESX.SecureNetEvent("esx:createMissingPickups", function(missingPickups)
for pickupId, pickup in pairs(missingPickups) do
TriggerEvent("esx:createPickup", pickupId, pickup.label, vector3(pickup.coords.x, pickup.coords.y, pickup.coords.z - 1.0), pickup.type, pickup.name, pickup.components, pickup.tintIndex)
end
end)
end
ESX.SecureNetEvent("esx:registerSuggestions", function(registeredCommands)
for name, command in pairs(registeredCommands) do
if command.suggestion then
TriggerEvent("chat:addSuggestion", ("/%s"):format(name), command.suggestion.help, command.suggestion.arguments)
end
end
end)
if not Config.CustomInventory then
ESX.SecureNetEvent("esx:removePickup", function(pickupId)
if pickups[pickupId] and pickups[pickupId].obj then
ESX.Game.DeleteObject(pickups[pickupId].obj)
pickups[pickupId] = nil
end
end)
end
function StartServerSyncLoops()
if Config.CustomInventory then return end
local currentWeapon = {
---@type number
---@diagnostic disable-next-line: assign-type-mismatch
hash = `WEAPON_UNARMED`,
ammo = 0,
}
local function updateCurrentWeaponAmmo(weaponName)
local newAmmo = GetAmmoInPedWeapon(ESX.PlayerData.ped, currentWeapon.hash)
if newAmmo ~= currentWeapon.ammo then
currentWeapon.ammo = newAmmo
TriggerServerEvent("esx:updateWeaponAmmo", weaponName, newAmmo)
end
end
CreateThread(function()
while ESX.PlayerLoaded do
currentWeapon.hash = GetSelectedPedWeapon(ESX.PlayerData.ped)
if currentWeapon.hash ~= `WEAPON_UNARMED` then
local weaponConfig = ESX.GetWeaponFromHash(currentWeapon.hash)
if weaponConfig then
currentWeapon.ammo = GetAmmoInPedWeapon(ESX.PlayerData.ped, currentWeapon.hash)
while GetSelectedPedWeapon(ESX.PlayerData.ped) == currentWeapon.hash do
updateCurrentWeaponAmmo(weaponConfig.name)
Wait(1000)
end
updateCurrentWeaponAmmo(weaponConfig.name)
end
end
Wait(250)
end
end)
CreateThread(function()
local PARACHUTE_OPENING <const> = 1
local PARACHUTE_OPEN <const> = 2
while ESX.PlayerLoaded do
local parachuteState = GetPedParachuteState(ESX.PlayerData.ped)
if parachuteState == PARACHUTE_OPENING or parachuteState == PARACHUTE_OPEN then
TriggerServerEvent("esx:updateWeaponAmmo", "GADGET_PARACHUTE", 0)
while GetPedParachuteState(ESX.PlayerData.ped) ~= -1 do Wait(1000) end
end
Wait(500)
end
end)
end
if not Config.CustomInventory then
CreateThread(function()
while true do
local Sleep = 1500
local playerCoords = GetEntityCoords(ESX.PlayerData.ped)
local _, closestDistance = ESX.Game.GetClosestPlayer(playerCoords)
for pickupId, pickup in pairs(pickups) do
local distance = #(playerCoords - pickup.coords)
if distance < 5 then
Sleep = 0
local label = pickup.label
if distance < 1 then
if IsControlJustReleased(0, 38) then
if IsPedOnFoot(ESX.PlayerData.ped) and (closestDistance == -1 or closestDistance > 3) and not pickup.inRange then
pickup.inRange = true
local dict, anim = "weapons@first_person@aim_rng@generic@projectile@sticky_bomb@", "plant_floor"
ESX.Streaming.RequestAnimDict(dict)
TaskPlayAnim(ESX.PlayerData.ped, dict, anim, 8.0, 1.0, 1000, 16, 0.0, false, false, false)
RemoveAnimDict(dict)
Wait(1000)
TriggerServerEvent("esx:onPickup", pickupId)
PlaySoundFrontend(-1, "PICK_UP", "HUD_FRONTEND_DEFAULT_SOUNDSET", false)
end
end
label = ("%s~n~%s"):format(label, TranslateCap("threw_pickup_prompt"))
end
local textCoords = pickup.coords + vector3(0.0, 0.0, 0.25)
ESX.Game.Utils.DrawText3D(textCoords, label, 1.2, 1)
elseif pickup.inRange then
pickup.inRange = false
end
end
Wait(Sleep)
end
end)
end
----- Admin commands from esx_adminplus
RegisterNetEvent("esx:tpm", function()
local GetEntityCoords = GetEntityCoords
local GetGroundZFor_3dCoord = GetGroundZFor_3dCoord
local GetFirstBlipInfoId = GetFirstBlipInfoId
local DoesBlipExist = DoesBlipExist
local DoScreenFadeOut = DoScreenFadeOut
local GetBlipInfoIdCoord = GetBlipInfoIdCoord
local GetVehiclePedIsIn = GetVehiclePedIsIn
ESX.TriggerServerCallback("esx:isUserAdmin", function(admin)
if not admin then
return
end
local blipMarker = GetFirstBlipInfoId(8)
if not DoesBlipExist(blipMarker) then
ESX.ShowNotification(TranslateCap("tpm_nowaypoint"), "error")
return "marker"
end
-- Fade screen to hide how clients get teleported.
DoScreenFadeOut(650)
while not IsScreenFadedOut() do
Wait(0)
end
local ped, coords = ESX.PlayerData.ped, GetBlipInfoIdCoord(blipMarker)
local vehicle = GetVehiclePedIsIn(ped, false)
local oldCoords = GetEntityCoords(ped)
-- Unpack coords instead of having to unpack them while iterating.
-- 825.0 seems to be the max a player can reach while 0.0 being the lowest.
local x, y, groundZ, Z_START = coords["x"], coords["y"], 850.0, 950.0
local found = false
FreezeEntityPosition(vehicle > 0 and vehicle or ped, true)
for i = Z_START, 0, -25.0 do
local z = i
if (i % 2) ~= 0 then
z = Z_START - i
end
NewLoadSceneStart(x, y, z, x, y, z, 50.0, 0)
local curTime = GetGameTimer()
while IsNetworkLoadingScene() do
if GetGameTimer() - curTime > 1000 then
break
end
Wait(0)
end
NewLoadSceneStop()
SetPedCoordsKeepVehicle(ped, x, y, z)
while not HasCollisionLoadedAroundEntity(ped) do
RequestCollisionAtCoord(x, y, z)
if GetGameTimer() - curTime > 1000 then
break
end
Wait(0)
end
-- Get ground coord. As mentioned in the natives, this only works if the client is in render distance.
found, groundZ = GetGroundZFor_3dCoord(x, y, z, false)
if found then
Wait(0)
SetPedCoordsKeepVehicle(ped, x, y, groundZ)
break
end
Wait(0)
end
-- Remove black screen once the loop has ended.
DoScreenFadeIn(650)
FreezeEntityPosition(vehicle > 0 and vehicle or ped, false)
if not found then
-- If we can't find the coords, set the coords to the old ones.
-- We don't unpack them before since they aren't in a loop and only called once.
SetPedCoordsKeepVehicle(ped, oldCoords["x"], oldCoords["y"], oldCoords["z"] - 1.0)
ESX.ShowNotification(TranslateCap("tpm_success"), "success")
end
-- If Z coord was found, set coords in found coords.
SetPedCoordsKeepVehicle(ped, x, y, groundZ)
ESX.ShowNotification(TranslateCap("tpm_success"), "success")
end)
end)
local noclip = false
local noclip_pos = vector3(0, 0, 70)
local heading = 0
local function noclipThread()
while noclip do
SetEntityCoordsNoOffset(ESX.PlayerData.ped, noclip_pos.x, noclip_pos.y, noclip_pos.z, false, false, true)
if IsControlPressed(1, 34) then
heading = heading + 1.5
if heading > 360 then
heading = 0
end
SetEntityHeading(ESX.PlayerData.ped, heading)
end
if IsControlPressed(1, 9) then
heading = heading - 1.5
if heading < 0 then
heading = 360
end
SetEntityHeading(ESX.PlayerData.ped, heading)
end
if IsControlPressed(1, 8) then
noclip_pos = GetOffsetFromEntityInWorldCoords(ESX.PlayerData.ped, 0.0, 1.0, 0.0)
end
if IsControlPressed(1, 32) then
noclip_pos = GetOffsetFromEntityInWorldCoords(ESX.PlayerData.ped, 0.0, -1.0, 0.0)
end
if IsControlPressed(1, 27) then
noclip_pos = GetOffsetFromEntityInWorldCoords(ESX.PlayerData.ped, 0.0, 0.0, 1.0)
end
if IsControlPressed(1, 173) then
noclip_pos = GetOffsetFromEntityInWorldCoords(ESX.PlayerData.ped, 0.0, 0.0, -1.0)
end
Wait(0)
end
end
RegisterNetEvent("esx:noclip", function()
ESX.TriggerServerCallback("esx:isUserAdmin", function(admin)
if not admin then
return
end
if not noclip then
noclip_pos = GetEntityCoords(ESX.PlayerData.ped, false)
heading = GetEntityHeading(ESX.PlayerData.ped)
end
noclip = not noclip
if noclip then
CreateThread(noclipThread)
end
if noclip then
ESX.ShowNotification(TranslateCap("noclip_message", Translate("enabled")), "success")
else
ESX.ShowNotification(TranslateCap("noclip_message", Translate("disabled")), "error")
end
end)
end)
RegisterNetEvent("esx:killPlayer", function()
SetEntityHealth(ESX.PlayerData.ped, 0)
end)
RegisterNetEvent("esx:repairPedVehicle", function()
local ped = ESX.PlayerData.ped
local vehicle = GetVehiclePedIsIn(ped, false)
SetVehicleEngineHealth(vehicle, 1000)
SetVehicleEngineOn(vehicle, true, true, false)
SetVehicleFixed(vehicle)
SetVehicleDirtLevel(vehicle, 0)
end)
RegisterNetEvent("esx:freezePlayer", function(input)
if input == "freeze" then
SetEntityCollision(ESX.PlayerData.ped, false, false)
FreezeEntityPosition(ESX.PlayerData.ped, true)
SetPlayerInvincible(ESX.playerId, true)
elseif input == "unfreeze" then
SetEntityCollision(ESX.PlayerData.ped, true, true)
FreezeEntityPosition(ESX.PlayerData.ped, false)
SetPlayerInvincible(ESX.playerId, false)
end
end)
ESX.RegisterClientCallback("esx:GetVehicleType", function(cb, model)
cb(ESX.GetVehicleTypeClient(model))
end)
ESX.SecureNetEvent('esx:updatePlayerData', function(key, val)
ESX.SetPlayerData(key, val)
end)
---@param command string
ESX.SecureNetEvent("esx:executeCommand", function(command)
ExecuteCommand(command)
end)
AddEventHandler("onResourceStop", function(resource)
if Core.Events[resource] then
for i = 1, #Core.Events[resource] do
RemoveEventHandler(Core.Events[resource][i])
end
end
end)

View File

@@ -0,0 +1,38 @@
local interactions = {}
local pressedInteractions = {}
function ESX.RemoveInteraction(name)
if not interactions[name] then return end
interactions[name] = nil
end
ESX.RegisterInteraction = function(name, onPress, condition)
interactions[name] = {
condition = condition or function() return true end,
onPress = onPress,
creator = GetInvokingResource() or "es_extended"
}
end
function ESX.GetInteractKey()
local hash = joaat('esx_interact') | 0x80000000
return GetControlInstructionalButton(0, hash, true):sub(3)
end
ESX.RegisterInput("esx_interact", "Interact", "keyboard", "e", function()
for _, interaction in pairs(interactions) do
local success, result = pcall(interaction.condition)
if success and result then
pressedInteractions[#pressedInteractions+1] = interaction
interaction.onPress()
end
end
end)
AddEventHandler("onResourceStop", function(resource)
for name, interaction in pairs(interactions) do
if interaction.creator == resource then
interactions[name] = nil
end
end
end)

View File

@@ -0,0 +1,57 @@
local npwd = GetResourceState("npwd"):find("start") and exports.npwd or nil
local function checkPhone()
if not npwd then
return
end
local phoneItem <const> = ESX.SearchInventory("phone")
npwd:setPhoneDisabled((phoneItem and phoneItem.count or 0) <= 0)
end
RegisterNetEvent("esx:playerLoaded", checkPhone)
AddEventHandler("onClientResourceStart", function(resource)
if resource ~= "npwd" then
return
end
npwd = GetResourceState("npwd"):find("start") and exports.npwd or nil
if ESX.PlayerLoaded then
checkPhone()
end
end)
AddEventHandler("onClientResourceStop", function(resource)
if resource == "npwd" then
npwd = nil
end
end)
ESX.SecureNetEvent("esx:onPlayerLogout", function()
if not npwd then
return
end
npwd:setPhoneVisible(false)
npwd:setPhoneDisabled(true)
end)
ESX.SecureNetEvent("esx:removeInventoryItem", function(item, count)
if not npwd then
return
end
if item == "phone" and count == 0 then
npwd:setPhoneDisabled(true)
end
end)
ESX.SecureNetEvent("esx:addInventoryItem", function(item)
if not npwd or item ~= "phone" then
return
end
npwd:setPhoneDisabled(false)
end)

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