Rebrand
This commit is contained in:
@@ -8,15 +8,15 @@
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// ===========================================================================
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function initClientScript() {
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logToConsole(LOG_DEBUG, "[Asshat.Client]: Initializing client script ...");
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logToConsole(LOG_DEBUG, "[VRR.Client]: Initializing client script ...");
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addAllNetworkHandlers();
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logToConsole(LOG_DEBUG, "[Asshat.Client]: Client script initialized!");
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logToConsole(LOG_DEBUG, "[VRR.Client]: Client script initialized!");
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}
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// ===========================================================================
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function addAllNetworkHandlers() {
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logToConsole(LOG_DEBUG, "[Asshat.Client]: Adding network handlers ...");
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logToConsole(LOG_DEBUG, "[VRR.Client]: Adding network handlers ...");
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// KeyBind
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addNetworkHandler("ag.useKeyBind", playerUsedKeyBind);
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@@ -74,14 +74,14 @@ function addAllNetworkHandlers() {
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// ===========================================================================
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function updatePlayerNameTag(client) {
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//logToConsole(LOG_DEBUG, `[Asshat.Client] Sending ${getPlayerDisplayForConsole(client)}'s updated nametag to all players`);
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//logToConsole(LOG_DEBUG, `[VRR.Client] Sending ${getPlayerDisplayForConsole(client)}'s updated nametag to all players`);
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triggerNetworkEvent("ag.nametag", null, client.name, getPlayerNameForNameTag(client), getPlayerColour(client), false, client.ping);
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}
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// ===========================================================================
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function updateAllPlayerNameTags() {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Sending updated nametags to all players`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Sending updated nametags to all players`);
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let clients = getClients();
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for(let i in clients) {
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updatePlayerNameTag(clients[i]);
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@@ -91,7 +91,7 @@ function updateAllPlayerNameTags() {
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// ===========================================================================
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function updatePlayerPing(client) {
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//logToConsole(LOG_DEBUG, `[Asshat.Client] Sending ${getPlayerDisplayForConsole(client)}'s ping to all players`);
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//logToConsole(LOG_DEBUG, `[VRR.Client] Sending ${getPlayerDisplayForConsole(client)}'s ping to all players`);
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triggerNetworkEvent("ag.ping", null, client.name, client.ping);
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}
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@@ -132,35 +132,35 @@ function playerClientStopped(client) {
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// ===========================================================================
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function showGameMessage(client, text, colour, duration) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Showing game message to ${getPlayerDisplayForConsole(client)} (${text}) for ${duration} milliseconds`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Showing game message to ${getPlayerDisplayForConsole(client)} (${text}) for ${duration} milliseconds`);
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triggerNetworkEvent("ag.smallGameMessage", client, text, colour, duration);
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}
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// ===========================================================================
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function enableCityAmbienceForPlayer(client) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Setting ${getPlayerDisplayForConsole(client)}'s city ambience to ${toUpperCase(getOnOffFromBool(false))}`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Setting ${getPlayerDisplayForConsole(client)}'s city ambience to ${toUpperCase(getOnOffFromBool(false))}`);
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triggerNetworkEvent("ag.ambience", client, true);
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}
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// ===========================================================================
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function disableCityAmbienceForPlayer(client) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Setting ${getPlayerDisplayForConsole(client)}'s city ambience to ${toUpperCase(getOnOffFromBool(false))}`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Setting ${getPlayerDisplayForConsole(client)}'s city ambience to ${toUpperCase(getOnOffFromBool(false))}`);
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triggerNetworkEvent("ag.ambience", client, false);
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}
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// ===========================================================================
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function clearPlayerOwnedPeds(client) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Clearing peds owned by ${getPlayerDisplayForConsole(client)}`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Clearing peds owned by ${getPlayerDisplayForConsole(client)}`);
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triggerNetworkEvent("ag.clearPeds", client);
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}
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// ===========================================================================
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function updatePlayerSpawnedState(client, state) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Setting ${getPlayerDisplayForConsole(client)}'s spawned state ${toUpperCase(getOnOffFromBool(state))}`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Setting ${getPlayerDisplayForConsole(client)}'s spawned state ${toUpperCase(getOnOffFromBool(state))}`);
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getPlayerData(client).spawned = true;
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triggerNetworkEvent("ag.spawned", client, state);
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}
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@@ -168,21 +168,21 @@ function updatePlayerSpawnedState(client, state) {
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// ===========================================================================
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function setPlayerControlState(client, state) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Setting ${getPlayerDisplayForConsole(client)}'s control state ${toUpperCase(getOnOffFromBool(state))}`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Setting ${getPlayerDisplayForConsole(client)}'s control state ${toUpperCase(getOnOffFromBool(state))}`);
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triggerNetworkEvent("ag.control", client, state, !state);
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}
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// ===========================================================================
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function updatePlayerShowLogoState(client, state) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Setting ${getPlayerDisplayForConsole(client)}'s logo state ${toUpperCase(getOnOffFromBool(state))}`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Setting ${getPlayerDisplayForConsole(client)}'s logo state ${toUpperCase(getOnOffFromBool(state))}`);
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triggerNetworkEvent("ag.logo", client, state);
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}
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// ===========================================================================
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function restorePlayerCamera(client) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Restoring ${getPlayerDisplayForConsole(client)}'s camera`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Restoring ${getPlayerDisplayForConsole(client)}'s camera`);
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triggerNetworkEvent("ag.restoreCamera", client);
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}
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@@ -195,7 +195,7 @@ function setPlayer2DRendering(client, hudState = false, labelState = false, smal
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// ===========================================================================
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function syncPlayerProperties(client) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Sending signal to sync ${getPlayerDisplayForConsole(client)}'s player ped properties`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Sending signal to sync ${getPlayerDisplayForConsole(client)}'s player ped properties`);
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triggerNetworkEvent("ag.player.sync", null, client.player);
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}
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@@ -203,7 +203,7 @@ function syncPlayerProperties(client) {
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function updatePlayerSnowState(client) {
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if(doesGameHaveSnow(getServerGame())) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Setting ${getPlayerDisplayForConsole(client)}'s snow state (Falling: ${toUpperCase(getOnOffFromBool(getServerConfig().fallingSnow))}, Ground: ${toUpperCase(getOnOffFromBool(getServerConfig().groundSnow))})`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Setting ${getPlayerDisplayForConsole(client)}'s snow state (Falling: ${toUpperCase(getOnOffFromBool(getServerConfig().fallingSnow))}, Ground: ${toUpperCase(getOnOffFromBool(getServerConfig().groundSnow))})`);
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triggerNetworkEvent("ag.snow", client, getServerConfig().fallingSnow, getServerConfig().groundSnow);
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}
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}
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@@ -213,7 +213,7 @@ function updatePlayerSnowState(client) {
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function sendExcludedModelsForGroundSnowToPlayer(client) {
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if(getGameConfig().excludedGroundSnowModels[getServerGame()].length > 0) {
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for(let i in getGameConfig().excludedGroundSnowModels[getServerGame()]) {
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logToConsole(LOG_DEBUG, `[Asshat.Misc] Sending excluded model ${i} for ground snow to ${client.name}`);
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logToConsole(LOG_DEBUG, `[VRR.Misc] Sending excluded model ${i} for ground snow to ${client.name}`);
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triggerNetworkEvent("ag.excludeGroundSnow", client, getGameConfig().excludedGroundSnowModels[getServerGame()][i]);
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}
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}
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@@ -224,7 +224,7 @@ function sendExcludedModelsForGroundSnowToPlayer(client) {
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function sendRemovedWorldObjectsToPlayer(client) {
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if(getGameConfig().removedWorldObjects[getServerGame()].length > 0) {
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for(let i in getGameConfig().removedWorldObjects[getServerGame()]) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Sending removed world object ${i} (${getGameConfig().removedWorldObjects[getServerGame()][i].model}) to ${client.name}`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Sending removed world object ${i} (${getGameConfig().removedWorldObjects[getServerGame()][i].model}) to ${client.name}`);
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triggerNetworkEvent("ag.removeWorldObject", client, getGameConfig().removedWorldObjects[getServerGame()][i].model, getGameConfig().removedWorldObjects[getServerGame()][i].position, getGameConfig().removedWorldObjects[getServerGame()][i].range);
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}
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}
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@@ -234,7 +234,7 @@ function sendRemovedWorldObjectsToPlayer(client) {
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// ===========================================================================
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function updatePlayerHotBar(client) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Sending updated hotbar data to ${getPlayerDisplayForConsole(client)}`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Sending updated hotbar data to ${getPlayerDisplayForConsole(client)}`);
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let tempHotBarItems = [];
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for(let i in getPlayerData(client).hotBarItems) {
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let itemImage = "";
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@@ -257,14 +257,14 @@ function updatePlayerHotBar(client) {
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// ===========================================================================
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function setPlayerWeaponDamageEnabled(client, state) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Sending weapon damage state for ${getPlayerDisplayForConsole(client)} to all players`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Sending weapon damage state for ${getPlayerDisplayForConsole(client)} to all players`);
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triggerNetworkEvent("ag.weaponDamageEnabled", null, client.name, state);
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}
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// ===========================================================================
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function setPlayerWeaponDamageEvent(client, eventType) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Sending weapon damage event (${eventType}) for ${getPlayerDisplayForConsole(client)} to all players`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Sending weapon damage event (${eventType}) for ${getPlayerDisplayForConsole(client)} to all players`);
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triggerNetworkEvent("ag.weaponDamageEvent", null, client.name, eventType);
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getPlayerData(client).weaponDamageEvent = eventType;
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}
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@@ -272,231 +272,231 @@ function setPlayerWeaponDamageEvent(client, eventType) {
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// ===========================================================================
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function sendJobRouteStopToPlayer(client, position, colour) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Sending job route stop data to ${getPlayerDisplayForConsole(client)}`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Sending job route stop data to ${getPlayerDisplayForConsole(client)}`);
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triggerNetworkEvent("ag.showJobRouteStop", client, position, colour);
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}
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// ===========================================================================
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function showPlayerLoginSuccessGUI(client) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Sending login success GUI signal to ${getPlayerDisplayForConsole(client)}`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Sending login success GUI signal to ${getPlayerDisplayForConsole(client)}`);
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triggerNetworkEvent("ag.loginSuccess", client);
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}
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// ===========================================================================
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function showPlayerLoginFailedGUI(client, errorMessage) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Sending login failed GUI signal to ${getPlayerDisplayForConsole(client)}`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Sending login failed GUI signal to ${getPlayerDisplayForConsole(client)}`);
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triggerNetworkEvent("ag.loginFailed", client, errorMessage);
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}
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// ===========================================================================
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function showPlayerRegistrationSuccessGUI(client) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Sending registration success GUI signal to ${getPlayerDisplayForConsole(client)}`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Sending registration success GUI signal to ${getPlayerDisplayForConsole(client)}`);
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triggerNetworkEvent("ag.registrationSuccess", client);
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}
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// ===========================================================================
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function showPlayerRegistrationFailedGUI(client, errorMessage) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Sending registration failed GUI signal to ${getPlayerDisplayForConsole(client)}`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Sending registration failed GUI signal to ${getPlayerDisplayForConsole(client)}`);
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triggerNetworkEvent("ag.registrationFailed", client, errorMessage);
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}
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// ===========================================================================
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function sendPlayerGUIColours(client) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Sending GUI colours to ${getPlayerDisplayForConsole(client)}`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Sending GUI colours to ${getPlayerDisplayForConsole(client)}`);
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triggerNetworkEvent("ag.guiColour", client, getServerConfig().guiColour[0], getServerConfig().guiColour[1], getServerConfig().guiColour[2]);
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}
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// ===========================================================================
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function sendPlayerGUIInit(client) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Sending GUI init signal to ${getPlayerDisplayForConsole(client)}`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Sending GUI init signal to ${getPlayerDisplayForConsole(client)}`);
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triggerNetworkEvent("ag.guiInit", client);
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}
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// ===========================================================================
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function showPlayerLoginGUI(client, errorMessage = "") {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Sending show login GUI signal to ${getPlayerDisplayForConsole(client)}`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Sending show login GUI signal to ${getPlayerDisplayForConsole(client)}`);
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triggerNetworkEvent("ag.showLogin", client);
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}
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// ===========================================================================
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function showPlayerRegistrationGUI(client, errorMessage = "") {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Sending show registration GUI signal to ${getPlayerDisplayForConsole(client)}`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Sending show registration GUI signal to ${getPlayerDisplayForConsole(client)}`);
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triggerNetworkEvent("ag.showRegistration", client);
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}
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// ===========================================================================
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function showPlayerNewCharacterGUI(client) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Sending show new character GUI signal to ${getPlayerDisplayForConsole(client)}`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Sending show new character GUI signal to ${getPlayerDisplayForConsole(client)}`);
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triggerNetworkEvent("ag.showNewCharacter", client);
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}
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// ===========================================================================
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function showPlayerCharacterSelectGUI(client, firstName, lastName, cash, clan, lastPlayed, skin) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Sending character select GUI signal to ${getPlayerDisplayForConsole(client)}`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Sending character select GUI signal to ${getPlayerDisplayForConsole(client)}`);
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triggerNetworkEvent("ag.showCharacterSelect", client, firstName, lastName, cash, clan, lastPlayed, skin);
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}
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// ===========================================================================
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function updatePlayerCharacterSelectGUI(client, firstName, lastName, cash, clan, lastPlayed, skin) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Sending update character select GUI signal to ${getPlayerDisplayForConsole(client)}`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Sending update character select GUI signal to ${getPlayerDisplayForConsole(client)}`);
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triggerNetworkEvent("ag.switchCharacterSelect", client, firstName, lastName, cash, clan, lastPlayed, skin);
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}
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// ===========================================================================
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function showPlayerCharacterSelectSuccessGUI(client) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Sending character select success GUI signal to ${getPlayerDisplayForConsole(client)}`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Sending character select success GUI signal to ${getPlayerDisplayForConsole(client)}`);
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triggerNetworkEvent("ag.characterSelectSuccess", client);
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}
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// ===========================================================================
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function showPlayerCharacterSelectFailedGUI(client) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Sending character select failed GUI signal to ${getPlayerDisplayForConsole(client)}`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Sending character select failed GUI signal to ${getPlayerDisplayForConsole(client)}`);
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triggerNetworkEvent("ag.characterSelectFailed", client);
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}
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// ===========================================================================
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function showPlayerPromptGUI(client, promptMessage, promptTitle) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Sending show prompt GUI signal to ${getPlayerDisplayForConsole(client)} (Title: ${promptTitle}, Message: ${promptMessage})`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Sending show prompt GUI signal to ${getPlayerDisplayForConsole(client)} (Title: ${promptTitle}, Message: ${promptMessage})`);
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triggerNetworkEvent("ag.showPrompt", client, promptMessage, promptTitle);
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}
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// ===========================================================================
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function showPlayerInfoGUI(client, infoMessage, infoTitle) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Sending show info GUI signal to ${getPlayerDisplayForConsole(client)} (Title: ${infoTitle}, Message: ${infoMessage})`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Sending show info GUI signal to ${getPlayerDisplayForConsole(client)} (Title: ${infoTitle}, Message: ${infoMessage})`);
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triggerNetworkEvent("ag.showInfo", client, infoMessage, infoTitle);
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}
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// ===========================================================================
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function showPlayerErrorGUI(client, errorMessage, errorTitle) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Sending show error GUI signal to ${getPlayerDisplayForConsole(client)} (Title: ${errorTitle}, Message: ${errorMessage})`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Sending show error GUI signal to ${getPlayerDisplayForConsole(client)} (Title: ${errorTitle}, Message: ${errorMessage})`);
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triggerNetworkEvent("ag.showInfo", client, errorMessage, errorTitle);
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}
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// ===========================================================================
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function sendRunCodeToClient(client, code, returnTo) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Sending runcode to ${getPlayerDisplayForConsole(client)} (returnTo: ${getPlayerDisplayForConsole(getClientFromIndex(returnTo))}, Code: ${code})`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Sending runcode to ${getPlayerDisplayForConsole(client)} (returnTo: ${getPlayerDisplayForConsole(getClientFromIndex(returnTo))}, Code: ${code})`);
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triggerNetworkEvent("ag.runCode", client, code, returnTo);
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}
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// ===========================================================================
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function sendPlayerWorkingState(client, state) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Sending working state (${toUpperCase(getYesNoFromBool(state))}) to ${getPlayerDisplayForConsole(client)}`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Sending working state (${toUpperCase(getYesNoFromBool(state))}) to ${getPlayerDisplayForConsole(client)}`);
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triggerNetworkEvent("ag.working", client, state);
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}
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// ===========================================================================
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function sendPlayerJobType(client, jobType) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Sending job type (${jobType}) to ${getPlayerDisplayForConsole(client)}`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Sending job type (${jobType}) to ${getPlayerDisplayForConsole(client)}`);
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triggerNetworkEvent("ag.jobType", client, jobType);
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}
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// ===========================================================================
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function sendPlayerStopJobRoute(client) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Sending signal to abort job route to ${getPlayerDisplayForConsole(client)}`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Sending signal to abort job route to ${getPlayerDisplayForConsole(client)}`);
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triggerNetworkEvent("ag.stopJobRoute", client);
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}
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// ===========================================================================
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function sendPlayerMouseCameraToggle(client) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Sending signal to toggle mouse camera ${getPlayerDisplayForConsole(client)}`);
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logToConsole(LOG_DEBUG, `[VRR.Client] Sending signal to toggle mouse camera ${getPlayerDisplayForConsole(client)}`);
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triggerNetworkEvent("ag.mouseCamera", client);
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}
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||||
// ===========================================================================
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||||
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function sendPlayerMouseCursorToggle(client) {
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logToConsole(LOG_DEBUG, `[Asshat.Client] Sending signal to toggle mouse cursor ${getPlayerDisplayForConsole(client)}`);
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||||
logToConsole(LOG_DEBUG, `[VRR.Client] Sending signal to toggle mouse cursor ${getPlayerDisplayForConsole(client)}`);
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||||
triggerNetworkEvent("ag.mouseCursor", client);
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}
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||||
|
||||
// ===========================================================================
|
||||
|
||||
function sendAddAccountKeyBindToClient(client, key, keyState) {
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending added keybind to ${getPlayerDisplayForConsole(client)} (Key: ${sdl.getKeyName(key)}, State: ${(keyState) ? "down" : "up"})`);
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] Sending added keybind to ${getPlayerDisplayForConsole(client)} (Key: ${sdl.getKeyName(key)}, State: ${(keyState) ? "down" : "up"})`);
|
||||
triggerNetworkEvent("ag.addKeyBind", client, toInteger(key), (keyState) ? KEYSTATE_DOWN : KEYSTATE_UP);
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
|
||||
function sendRemoveAccountKeyBindToClient(client, key) {
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending deleted keybind to ${getPlayerDisplayForConsole(client)} (Key: ${sdl.getKeyName(key)})`);
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] Sending deleted keybind to ${getPlayerDisplayForConsole(client)} (Key: ${sdl.getKeyName(key)})`);
|
||||
triggerNetworkEvent("ag.delKeyBind", client, toInteger(key));
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
|
||||
function sendPlayerSetPosition(client, position) {
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending set position signal to ${getPlayerDisplayForConsole(client)} (Position: ${position.x}, ${position.y}, ${position.z})`);
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] Sending set position signal to ${getPlayerDisplayForConsole(client)} (Position: ${position.x}, ${position.y}, ${position.z})`);
|
||||
triggerNetworkEvent("ag.position", client, position);
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
|
||||
function sendPlayerSetHeading(client, heading) {
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending set heading signal to ${getPlayerDisplayForConsole(client)} (Heading: ${heading})`);
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] Sending set heading signal to ${getPlayerDisplayForConsole(client)} (Heading: ${heading})`);
|
||||
triggerNetworkEvent("ag.heading", client, heading);
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
|
||||
function sendPlayerSetInterior(client, interior) {
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending set interior signal to ${getPlayerDisplayForConsole(client)} (Interior: ${interior})`);
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] Sending set interior signal to ${getPlayerDisplayForConsole(client)} (Interior: ${interior})`);
|
||||
triggerNetworkEvent("ag.interior", client, interior);
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
|
||||
function sendPlayerFrozenState(client, state) {
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending set frozen signal to ${getPlayerDisplayForConsole(client)} (State: ${toUpperCase(getYesNoFromBool(state))})`);
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] Sending set frozen signal to ${getPlayerDisplayForConsole(client)} (State: ${toUpperCase(getYesNoFromBool(state))})`);
|
||||
triggerNetworkEvent("ag.frozen", client, state);
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
|
||||
function givePlayerWeapon(client, weaponId, ammo, active) {
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending signal to ${getPlayerDisplayForConsole(client)} to give weapon (Weapon: ${weaponId}, Ammo: ${ammo})`);
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] Sending signal to ${getPlayerDisplayForConsole(client)} to give weapon (Weapon: ${weaponId}, Ammo: ${ammo})`);
|
||||
triggerNetworkEvent("ag.giveWeapon", client, weaponId, ammo, active);
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
|
||||
function clearPlayerWeapons(client) {
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending signal to ${getPlayerDisplayForConsole(client)} to clear weapons`);
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] Sending signal to ${getPlayerDisplayForConsole(client)} to clear weapons`);
|
||||
triggerNetworkEvent("ag.clearWeapons", client);
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
|
||||
function showPlayerNewCharacterFailedGUI(client, errorMessage) {
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending new character failed GUI signal to ${getPlayerDisplayForConsole(client)}`);
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] Sending new character failed GUI signal to ${getPlayerDisplayForConsole(client)}`);
|
||||
triggerNetworkEvent("ag.newCharacterFailed", client, errorMessage);
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
|
||||
function sendPlayerRemoveFromVehicle(client) {
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending remove from vehicle signal to ${getPlayerDisplayForConsole(client)}`);
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] Sending remove from vehicle signal to ${getPlayerDisplayForConsole(client)}`);
|
||||
triggerNetworkEvent("ag.removeFromVehicle", client);
|
||||
}
|
||||
|
||||
@@ -512,10 +512,10 @@ function showPlayerItemTakeDelay(client, itemId) {
|
||||
if(getItemData(itemId)) {
|
||||
let delay = getItemTypeData(getItemData(itemId).itemTypeIndex).pickupDelay;
|
||||
if(delay > 0) {
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] Showing item TAKE delay to ${getPlayerDisplayForConsole(client)} (${delay} milliseconds)`);
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] Showing item TAKE delay to ${getPlayerDisplayForConsole(client)} (${delay} milliseconds)`);
|
||||
triggerNetworkEvent("ag.showItemActionDelay", client, delay);
|
||||
} else {
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] Showing item TAKE delay to ${getPlayerDisplayForConsole(client)} (instant)`);
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] Showing item TAKE delay to ${getPlayerDisplayForConsole(client)} (instant)`);
|
||||
playerTakeItem(client, itemId);
|
||||
}
|
||||
}
|
||||
@@ -527,10 +527,10 @@ function showPlayerItemUseDelay(client, itemSlot) {
|
||||
if(getItemData(getPlayerData(client).hotBarItems[itemSlot])) {
|
||||
let delay = getItemTypeData(getItemData(getPlayerData(client).hotBarItems[itemSlot]).itemTypeIndex).useDelay;
|
||||
if(delay > 0) {
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] Showing item USE delay to ${getPlayerDisplayForConsole(client)} (${delay} milliseconds)`);
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] Showing item USE delay to ${getPlayerDisplayForConsole(client)} (${delay} milliseconds)`);
|
||||
triggerNetworkEvent("ag.showItemActionDelay", client, delay);
|
||||
} else {
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] Showing item USE delay to ${getPlayerDisplayForConsole(client)} (instant)`);
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] Showing item USE delay to ${getPlayerDisplayForConsole(client)} (instant)`);
|
||||
playerUseItem(client, itemSlot);
|
||||
}
|
||||
}
|
||||
@@ -542,10 +542,10 @@ function showPlayerItemDropDelay(client, itemSlot) {
|
||||
if(getItemData(getPlayerData(client).hotBarItems[itemSlot])) {
|
||||
let delay = getItemTypeData(getItemData(getPlayerData(client).hotBarItems[itemSlot]).itemTypeIndex).dropDelay;
|
||||
if(delay > 0) {
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] Showing item DROP delay to ${getPlayerDisplayForConsole(client)} (${delay} milliseconds)`);
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] Showing item DROP delay to ${getPlayerDisplayForConsole(client)} (${delay} milliseconds)`);
|
||||
triggerNetworkEvent("ag.showItemActionDelay", client, delay);
|
||||
} else {
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] Showing item DROP delay to ${getPlayerDisplayForConsole(client)} (instant)`);
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] Showing item DROP delay to ${getPlayerDisplayForConsole(client)} (instant)`);
|
||||
playerDropItem(client, itemSlot);
|
||||
}
|
||||
}
|
||||
@@ -557,10 +557,10 @@ function showPlayerItemPickupDelay(client, itemId) {
|
||||
if(getItemData(itemId)) {
|
||||
let delay = getItemTypeData(getItemData(itemId).itemTypeIndex).pickupDelay;
|
||||
if(delay > 0) {
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] Showing item PICKUP delay to ${getPlayerDisplayForConsole(client)} (${delay} milliseconds)`);
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] Showing item PICKUP delay to ${getPlayerDisplayForConsole(client)} (${delay} milliseconds)`);
|
||||
triggerNetworkEvent("ag.showItemActionDelay", client, delay);
|
||||
} else {
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] Showing item PICKUP delay to ${getPlayerDisplayForConsole(client)} (instant)`);
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] Showing item PICKUP delay to ${getPlayerDisplayForConsole(client)} (instant)`);
|
||||
playerPickupItem(client, itemId);
|
||||
}
|
||||
}
|
||||
@@ -572,10 +572,10 @@ function showPlayerItemPutDelay(client, itemSlot) {
|
||||
if(getItemData(getPlayerData(client).hotBarItems[itemSlot])) {
|
||||
let delay = getItemTypeData(getItemData(getPlayerData(client).hotBarItems[itemSlot]).itemTypeIndex).putDelay;
|
||||
if(delay > 0) {
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] Showing item PUT delay to ${getPlayerDisplayForConsole(client)} (${delay} milliseconds)`);
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] Showing item PUT delay to ${getPlayerDisplayForConsole(client)} (${delay} milliseconds)`);
|
||||
triggerNetworkEvent("ag.showItemActionDelay", client, delay);
|
||||
} else {
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] Showing item PUT delay to ${getPlayerDisplayForConsole(client)} (instant)`);
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] Showing item PUT delay to ${getPlayerDisplayForConsole(client)} (instant)`);
|
||||
playerPutItem(client, itemSlot);
|
||||
}
|
||||
}
|
||||
@@ -586,14 +586,14 @@ function showPlayerItemPutDelay(client, itemSlot) {
|
||||
function showPlayerItemSwitchDelay(client, itemSlot) {
|
||||
if(itemSlot != -1) {
|
||||
if(getPlayerData(client).hotBarItems[itemSlot] != -1) {
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] Showing item switch delay to ${getPlayerDisplayForConsole(client)} (${getItemTypeData(getItemData(getPlayerData(client).hotBarItems[itemSlot]).itemTypeIndex).switchDelay} milliseconds)`);
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] Showing item switch delay to ${getPlayerDisplayForConsole(client)} (${getItemTypeData(getItemData(getPlayerData(client).hotBarItems[itemSlot]).itemTypeIndex).switchDelay} milliseconds)`);
|
||||
triggerNetworkEvent("ag.showItemActionDelay", client, getItemTypeData(getItemData(getPlayerData(client).hotBarItems[itemSlot]).itemTypeIndex).switchDelay);
|
||||
} else {
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] Showing item switch delay to ${getPlayerDisplayForConsole(client)} (instant)`);
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] Showing item switch delay to ${getPlayerDisplayForConsole(client)} (instant)`);
|
||||
playerSwitchItem(client, itemSlot);
|
||||
}
|
||||
} else {
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] Showing item switch delay to ${getPlayerDisplayForConsole(client)} (instant)`);
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] Showing item switch delay to ${getPlayerDisplayForConsole(client)} (instant)`);
|
||||
playerSwitchItem(client, itemSlot);
|
||||
}
|
||||
}
|
||||
@@ -601,14 +601,14 @@ function showPlayerItemSwitchDelay(client, itemSlot) {
|
||||
// ===========================================================================
|
||||
|
||||
function sendPlayerDrunkEffect(client, amount, duration) {
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] Setting drunk effect for ${getPlayerDisplayForConsole(client)} to ${amount} for ${duration} milliseconds`);
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] Setting drunk effect for ${getPlayerDisplayForConsole(client)} to ${amount} for ${duration} milliseconds`);
|
||||
triggerNetworkEvent("ag.drunkEffect", client, amount, duration);
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
|
||||
function sendPlayerClearPedState(client) {
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] Clearing ped state for ${getPlayerDisplayForConsole(client)}`);
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] Clearing ped state for ${getPlayerDisplayForConsole(client)}`);
|
||||
triggerNetworkEvent("ag.clearPedState", client);
|
||||
}
|
||||
|
||||
@@ -618,29 +618,29 @@ function playerDamagedByPlayer(client, damagerEntityName, weaponId, pedPiece, he
|
||||
let damagerEntity = getPlayerFromParams(damagerEntityName);
|
||||
|
||||
if(isNull(damagerEntity)) {
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] ${getPlayerDisplayForConsole(client)}'s damager entity from ID is null`);
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] ${getPlayerDisplayForConsole(client)}'s damager entity from ID is null`);
|
||||
return false;
|
||||
}
|
||||
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] ${getPlayerDisplayForConsole(client)} was damaged by ${damagerEntity}`);
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] ${getPlayerDisplayForConsole(client)} was damaged by ${damagerEntity}`);
|
||||
|
||||
if(isNull(damagerEntity)) {
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] ${getPlayerDisplayForConsole(client)}'s damager client is INVALID`);
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] ${getPlayerDisplayForConsole(client)}'s damager client is INVALID`);
|
||||
return false;
|
||||
}
|
||||
|
||||
if(!getPlayerData(damagerEntity) || !getPlayerData(client)) {
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] ${getPlayerDisplayForConsole(client)}'s damager's client data is INVALID`);
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] ${getPlayerDisplayForConsole(client)}'s damager's client data is INVALID`);
|
||||
return false;
|
||||
}
|
||||
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] ${getPlayerDisplayForConsole(client)}'s damager is ${getPlayerDisplayForConsole(damagerEntity)}`);
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] ${getPlayerDisplayForConsole(client)}'s damager is ${getPlayerDisplayForConsole(damagerEntity)}`);
|
||||
|
||||
switch(getPlayerData(damagerEntity).weaponDamageEvent) {
|
||||
case AG_WEAPON_DAMAGE_EVENT_TAZER:
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] ${getPlayerDisplayForConsole(client)}'s damager ${getPlayerDisplayForConsole(damagerEntity)} is using a tazer`);
|
||||
case VRR_WEAPON_DAMAGE_EVENT_TAZER:
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] ${getPlayerDisplayForConsole(client)}'s damager ${getPlayerDisplayForConsole(damagerEntity)} is using a tazer`);
|
||||
if(!isPlayerTazed(client) && !isPlayerHandCuffed(client) && !isPlayerInAnyVehicle(client)) {
|
||||
logToConsole(LOG_DEBUG, `[Asshat.Client] ${getPlayerDisplayForConsole(client)} was not previously tazed, binded, or in a vehicle. Taze successful`);
|
||||
logToConsole(LOG_DEBUG, `[VRR.Client] ${getPlayerDisplayForConsole(client)} was not previously tazed, binded, or in a vehicle. Taze successful`);
|
||||
meActionToNearbyPlayers(damagerEntity, `electrifies ${getCharacterFullName(client)} with their tazer`);
|
||||
tazePlayer(client);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user