Use util func instead of native, send job sphere

This commit is contained in:
VortrexFTW
2020-09-12 13:17:44 -05:00
parent f06a5b9408
commit d19dab9569

View File

@@ -12,8 +12,8 @@ function initJobScript() {
console.log("[Asshat.Job]: Initializing job script ..."); console.log("[Asshat.Job]: Initializing job script ...");
addJobCommandHandlers(); addJobCommandHandlers();
createAllJobPickups(); createAllJobPickups();
//createAllJobBlips();
//createAllJobBlips();
//addEvent("onJobPickupCollected", null, 2); //addEvent("onJobPickupCollected", null, 2);
console.log("[Asshat.Job]: Job script initialized successfully!"); console.log("[Asshat.Job]: Job script initialized successfully!");
@@ -35,8 +35,8 @@ function addJobCommandHandlers() {
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
function createAllJobBlips() { function createAllJobBlips() {
for(let i in serverData.jobs[server.game]) { for(let i in serverData.jobs[getServerGame()]) {
serverData.jobs[server.game][i].blip = createBlip(0, serverData.jobs[server.game][i].position, 2, serverConfig.colour.byName.yellow); serverData.jobs[getServerGame()][i].blip = createBlip(0, serverData.jobs[getServerGame()][i].position, 2, serverConfig.colour.byName.yellow);
} }
} }
@@ -45,8 +45,8 @@ function createAllJobBlips() {
function sendAllJobBlips(client) { function sendAllJobBlips(client) {
//if(getClientData(client).job == AG_JOB_NONE) { //if(getClientData(client).job == AG_JOB_NONE) {
let tempBlips = []; let tempBlips = [];
for(let i in serverData.jobs[server.game]) { for(let i in serverData.jobs[getServerGame()]) {
let jobData = serverData.jobs[server.game][i]; let jobData = serverData.jobs[getServerGame()][i];
tempBlips.push([0, jobData.position.x, jobData.position.y, jobData.position.z, 2, serverConfig.colour.byName.yellow]); tempBlips.push([0, jobData.position.x, jobData.position.y, jobData.position.z, 2, serverConfig.colour.byName.yellow]);
} }
triggerNetworkEvent("ag.blips", client, tempBlips); triggerNetworkEvent("ag.blips", client, tempBlips);
@@ -55,12 +55,30 @@ function sendAllJobBlips(client) {
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
function createAllJobPickups() { function sendAllJobSpheres() {
for(let i in serverData.jobs[server.game]) { let tempJobSpheres = [];
serverData.jobs[server.game][i].pickup = createPickup(serverData.jobs[server.game][i].pickupModel, serverData.jobs[server.game][i].position);
serverData.jobs[server.game][i].pickup.setData("ag.ownerType", AG_PICKUP_JOB, true); for(let i in serverData.jobs[getServerGame()]) {
serverData.jobs[server.game][i].pickup.setData("ag.ownerId", i, true); tempJobSpheres.push([
serverData.jobs[getServerGame()][i].position.x,
serverData.jobs[getServerGame()][i].position.y,
serverData.jobs[getServerGame()][i].position.z,
2,
AG_SPHERE_JOB,
i,
]);
}
triggerNetworkEvent("ag.jobSpheres", client, tempJobSpheres);
}
// ---------------------------------------------------------------------------
function createAllJobPickups() {
for(let i in serverData.jobs[getServerGame()]) {
serverData.jobs[getServerGame()][i].pickup = createPickup(serverData.jobs[getServerGame()][i].pickupModel, serverData.jobs[getServerGame()][i].position);
serverData.jobs[getServerGame()][i].pickup.setData("ag.ownerType", AG_PICKUP_JOB, true);
serverData.jobs[getServerGame()][i].pickup.setData("ag.ownerId", i, true);
} }
} }
@@ -305,7 +323,7 @@ function startWorking(client) {
getClientCurrentSubAccount(client).isWorking = true; getClientCurrentSubAccount(client).isWorking = true;
let jobId = getClientCurrentSubAccount(client).job; let jobId = getClientCurrentSubAccount(client).job;
switch(serverData.jobs[server.game][jobId].jobType) { switch(serverData.jobs[getServerGame()][jobId].jobType) {
case AG_JOB_POLICE: case AG_JOB_POLICE:
messageClientInfo(client, "Use /uniform and /equip to get your equipment."); messageClientInfo(client, "Use /uniform and /equip to get your equipment.");
break; break;
@@ -376,7 +394,7 @@ function stopWorking(client) {
triggerNetworkEvent("ag.clearWeapons", client); triggerNetworkEvent("ag.clearWeapons", client);
let jobId = getClientCurrentSubAccount(client).job; let jobId = getClientCurrentSubAccount(client).job;
switch(serverData.jobs[server.game][jobId].jobType) { switch(serverData.jobs[getServerGame()][jobId].jobType) {
case AG_JOB_POLICE: case AG_JOB_POLICE:
messageClientInfo(client, "Your uniform, equipment, and police car have been returned to the police station"); messageClientInfo(client, "Your uniform, equipment, and police car have been returned to the police station");
break; break;
@@ -439,41 +457,41 @@ function jobUniformCommand(command, params, client) {
let jobId = getClientCurrentSubAccount(client).job; let jobId = getClientCurrentSubAccount(client).job;
getClientCurrentSubAccount(client).jobUniform = uniformId-1; getClientCurrentSubAccount(client).jobUniform = uniformId-1;
switch(serverData.jobs[server.game][jobId].jobType) { switch(serverData.jobs[getServerGame()][jobId].jobType) {
case AG_JOB_POLICE: case AG_JOB_POLICE:
triggerNetworkEvent("ag.skin", null, client.player, serverData.policeJobSkins[server.game][uniformId-1]); triggerNetworkEvent("ag.skin", null, client.player, serverData.policeJobSkins[getServerGame()][uniformId-1]);
//client.player.modelIndex = serverData.policeJobSkins[server.game][uniformId]; //client.player.modelIndex = serverData.policeJobSkins[getServerGame()][uniformId];
triggerNetworkEvent("ag.giveWeapon", client, 2, 200, false); triggerNetworkEvent("ag.giveWeapon", client, 2, 200, false);
triggerNetworkEvent("ag.giveWeapon", client, 1, 1, false); triggerNetworkEvent("ag.giveWeapon", client, 1, 1, false);
break; break;
case AG_JOB_MEDICAL: case AG_JOB_MEDICAL:
triggerNetworkEvent("ag.skin", null, client.player, serverData.medicalJobSkins[server.game][uniformId-1]); triggerNetworkEvent("ag.skin", null, client.player, serverData.medicalJobSkins[getServerGame()][uniformId-1]);
//client.player.modelIndex = serverData.medicalJobSkins[server.game][uniformId]; //client.player.modelIndex = serverData.medicalJobSkins[getServerGame()][uniformId];
messageClientInfo(client, "Your uniform and ambulance have been returned to the hospital"); messageClientInfo(client, "Your uniform and ambulance have been returned to the hospital");
break; break;
case AG_JOB_FIRE: case AG_JOB_FIRE:
triggerNetworkEvent("ag.skin", null, client.player, serverData.fireJobSkins[server.game][uniformId-1]); triggerNetworkEvent("ag.skin", null, client.player, serverData.fireJobSkins[getServerGame()][uniformId-1]);
//client.player.modelIndex = serverData.fireJobSkins[server.game][uniformId]; //client.player.modelIndex = serverData.fireJobSkins[getServerGame()][uniformId];
messageClientInfo(client, "Your uniform and fire truck have been returned to the fire station"); messageClientInfo(client, "Your uniform and fire truck have been returned to the fire station");
break; break;
case AG_JOB_BUS: case AG_JOB_BUS:
triggerNetworkEvent("ag.skin", null, client.player, serverData.busJobSkins[server.game][uniformId-1]); triggerNetworkEvent("ag.skin", null, client.player, serverData.busJobSkins[getServerGame()][uniformId-1]);
//client.player.modelIndex = serverData.busJobSkins[server.game][uniformId]; //client.player.modelIndex = serverData.busJobSkins[getServerGame()][uniformId];
messageClientInfo(client, "Your bus has been returned to the bus depot"); messageClientInfo(client, "Your bus has been returned to the bus depot");
break; break;
case AG_JOB_TAXI: case AG_JOB_TAXI:
triggerNetworkEvent("ag.skin", null, client.player, serverData.taxiJobSkins[server.game][uniformId-1]); triggerNetworkEvent("ag.skin", null, client.player, serverData.taxiJobSkins[getServerGame()][uniformId-1]);
//client.player.modelIndex = serverData.taxiJobSkins[server.game][uniformId]; //client.player.modelIndex = serverData.taxiJobSkins[getServerGame()][uniformId];
messageClientInfo(client, "Your taxi has been returned to the taxi depot"); messageClientInfo(client, "Your taxi has been returned to the taxi depot");
break; break;
case AG_JOB_GARBAGE: case AG_JOB_GARBAGE:
triggerNetworkEvent("ag.skin", null, client.player, serverData.garbageJobSkins[server.game][uniformId-1]); triggerNetworkEvent("ag.skin", null, client.player, serverData.garbageJobSkins[getServerGame()][uniformId-1]);
//client.player.modelIndex = serverData.garbageJobSkins[server.game][uniformId]; //client.player.modelIndex = serverData.garbageJobSkins[getServerGame()][uniformId];
messageClientInfo(client, "Your trash truck has been returned to the city landfill"); messageClientInfo(client, "Your trash truck has been returned to the city landfill");
break; break;
@@ -586,7 +604,7 @@ function getJobType(jobId) {
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
function getJobData(jobId) { function getJobData(jobId) {
return serverData.jobs[server.game][jobId]; return serverData.jobs[getServerGame()][jobId];
} }
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------