Make main branch up-to-date with public servers
This commit is contained in:
109
scripts/client/house.js
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109
scripts/client/house.js
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// ===========================================================================
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// Vortrex's Roleplay Resource
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// https://github.com/VortrexFTW/gtac_roleplay
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// ===========================================================================
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// FILE: house.js
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// DESC: Provides house functions and usage
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// TYPE: Client (JavaScript)
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// ===========================================================================
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class HouseData {
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constructor(houseId, entrancePosition, blipModel, pickupModel, hasInterior) {
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this.index = -1;
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this.houseId = houseId;
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this.entrancePosition = entrancePosition;
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this.blipModel = blipModel;
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this.pickupModel = pickupModel;
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this.hasInterior = hasInterior;
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this.blipId = -1;
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}
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}
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// ===========================================================================
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function receiveHouseFromServer(houseId, entrancePosition, blipModel, pickupModel, hasInterior) {
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logToConsole(LOG_DEBUG, `[VRR.House] Received house ${houseId} (${name}) from server`);
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if(getGame() == VRR_GAME_GTA_IV) {
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if(getHouseData(houseId) != false) {
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let houseData = getHouseData(houseId);
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houseData.entrancePosition = entrancePosition;
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houseData.blipModel = blipModel;
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houseData.pickupModel = pickupModel;
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houseData.hasInterior = hasInterior;
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logToConsole(LOG_DEBUG, `[VRR.House] House ${houseId} already exists. Checking blip ...`);
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if(blipModel == -1) {
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if(houseData.blipId != -1) {
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logToConsole(LOG_DEBUG, `[VRR.House] House ${houseId}'s blip has been removed by the server`);
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if(getGame() == VRR_GAME_GTA_IV) {
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natives.removeBlipAndClearIndex(getHouseData(houseId).blipId);
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} else {
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destroyElement(getElementFromId(blipId));
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}
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houseData.blipId = -1;
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} else {
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logToConsole(LOG_DEBUG, `[VRR.House] House ${houseId}'s blip is unchanged`);
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}
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} else {
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if(houseData.blipId != -1) {
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logToConsole(LOG_DEBUG, `[VRR.House] House ${houseId}'s blip has been changed by the server`);
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if(getGame() == VRR_GAME_GTA_IV) {
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natives.setBlipCoordinates(houseData.blipId, houseData.entrancePosition);
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natives.changeBlipSprite(houseData.blipId, houseData.blipModel);
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natives.setBlipMarkerLongDistance(houseData.blipId, false);
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natives.setBlipAsShortRange(houseData.blipId, true);
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natives.changeBlipNameFromAscii(houseData.blipId, `${houseData.name.substr(0, 24)}${(houseData.name.length > 24) ? " ...": ""}`);
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}
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} else {
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let blipId = createGameBlip(houseData.blipModel, houseData.entrancePosition, houseData.name);
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if(blipId != -1) {
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houseData.blipId = blipId;
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}
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logToConsole(LOG_DEBUG, `[VRR.House] House ${houseId}'s blip has been added by the server (Model ${blipModel}, ID ${blipId})`);
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}
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}
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} else {
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logToConsole(LOG_DEBUG, `[VRR.House] House ${houseId} doesn't exist. Adding ...`);
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let tempHouseData = new HouseData(houseId, entrancePosition, blipModel, pickupModel, hasInterior);
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if(blipModel != -1) {
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let blipId = createGameBlip(tempHouseData.blipModel, tempHouseData.entrancePosition, "House");
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if(blipId != -1) {
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tempHouseData.blipId = blipId;
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}
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logToConsole(LOG_DEBUG, `[VRR.House] House ${houseId}'s blip has been added by the server (Model ${blipModel}, ID ${blipId})`);
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} else {
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logToConsole(LOG_DEBUG, `[VRR.House] House ${houseId} has no blip.`);
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}
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getServerData().houses.push(tempHouseData);
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setAllHouseDataIndexes();
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}
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}
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}
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// ===========================================================================
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/**
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* @param {number} houseId - The ID of the house (initially provided by server)
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* @return {HouseData} The house's data (class instance)
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*/
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function getHouseData(houseId) {
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let houses = getServerData().houses;
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for(let i in houses) {
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if(houses[i].houseId == houseId) {
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return houses[i];
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}
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}
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return false;
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}
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// ===========================================================================
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function setAllHouseDataIndexes() {
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for(let i in getServerData().houses) {
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getServerData().houses[i].index = i;
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}
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}
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// ===========================================================================
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31
scripts/client/locale.js
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31
scripts/client/locale.js
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@@ -0,0 +1,31 @@
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// ===========================================================================
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// Vortrex's Roleplay Resource
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// https://github.com/VortrexFTW/gtac_roleplay
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// ===========================================================================
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// FILE: locale.js
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// DESC: Provides locale functions and usage
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// TYPE: Client (JavaScript)
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// ===========================================================================
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function getLocaleString(stringName, ...args) {
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if(typeof getServerData().localeStrings[stringName] == undefined) {
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return "";
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}
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let tempString = getServerData().localeStrings[stringName];
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for(let i = 1; i <= args.length; i++) {
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tempString = tempString.replace(`{${i}}`, args[i-1]);
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}
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return tempString;
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}
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// ===========================================================================
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function receiveLocaleStringFromServer(stringName, stringValue) {
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logToConsole(LOG_INFO, `[VRR.Locale]: Received locale string "${stringName}" from server (${stringValue})`);
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getServerData().localeStrings[stringName] = stringValue;
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}
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// ===========================================================================
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18
scripts/client/vehicle.js
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18
scripts/client/vehicle.js
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@@ -0,0 +1,18 @@
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// ===========================================================================
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// Vortrex's Roleplay Resource
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// https://github.com/VortrexFTW/gtac_roleplay
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// ===========================================================================
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// FILE: vehicle.js
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// DESC: Provides vehicle functions and arrays with data
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// TYPE: Client (JavaScript)
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// ===========================================================================
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function receiveVehicleFromServer(vehicleId, position, model, colour1, colour2, colour3 = 0, colour4 = 0) {
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logToConsole(LOG_DEBUG, `[VRR.Job] Received vehicle ${vehicleId} (${getVehicleNameFromModel(model, getGame())}) from server`);
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if(getGame() == VRR_GAME_GTA_IV) {
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}
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}
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// ===========================================================================
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