Fix takejob, startwork, stopwork
This commit is contained in:
@@ -191,8 +191,7 @@ function takeJobCommand(command, params, client) {
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return false;
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}
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quitJob(client);
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getClientCurrentSubAccount(client).job = closestJobId;
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takeJob(client, closestJobId);
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messageClientSuccess(client, "You now have the " + String(jobData.name) + " job");
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return true;
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}
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@@ -239,12 +238,14 @@ function startWorkingCommand(command, params, client) {
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if(getJobType(getClientCurrentSubAccount(client).job) != jobData.jobType) {
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messageClientError(client, "This is not your job!");
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messageClientInfo(client, "Use /quitjob if you want to quit your current job and take this one.");
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messageClientInfo(client, `Use /quitjob to quit your current job.`);
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return false;
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}
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startWorking(client);
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messageClientSuccess(client, "You are now working as a " + String(jobData.name));
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startWorking(client);
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//showStartedWorkingTip(client);
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return true;
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}
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@@ -288,8 +289,9 @@ function stopWorkingCommand(command, params, client) {
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// break;
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//}
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stopWorking(client);
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messageClientSuccess(client, "You have stopped working!");
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stopWorking(client);
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//showApproachCurrentJobTip(client);
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return true;
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}
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@@ -337,6 +339,8 @@ function startWorking(client) {
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default:
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break;
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}
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//showStartedWorkingTip(client);
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}
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// ---------------------------------------------------------------------------
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@@ -348,18 +352,25 @@ function stopWorking(client) {
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getClientCurrentSubAccount(client).isWorking = false;
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client.player.skin = getClientCurrentSubAccount(client).skin;
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triggerNetworkEvent("ag.skin", null, client.player, getClientCurrentSubAccount(client).skin);
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let jobVehicle = getClientCurrentSubAccount(client).lastJobVehicle;
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if(jobVehicle) {
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if(client.player.vehicle) {
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triggerNetworkEvent("ag.removeFromVehicle", client);
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//client.player.removeFromVehicle();
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}
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let vehicleData = getVehicleData(jobVehicle);
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jobVehicle.fix();
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jobVehicle.position = vehicleData.spawnPosition;
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jobVehicle.heading = vehicleData.spawnHeading;
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jobVehicle.heading = vehicleData.spawnRotation;
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jobVehicle.locked = true;
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jobVehicle.setData("ag.lights", false, true);
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jobVehicle.setData("ag.engine", false, true);
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jobVehicle.setData("ag.siren", false, true);
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getClientCurrentSubAccount(client).lastJobVehicle = false;
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}
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triggerNetworkEvent("ag.clearWeapons", client);
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@@ -423,40 +434,46 @@ function jobUniformCommand(command, params, client) {
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return false;
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}
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let uniformId = Number(params) || 0;
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let uniformId = Number(params) || 1;
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let jobId = getClientCurrentSubAccount(client).job;
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getClientCurrentSubAccount(client).jobUniform = uniformId;
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getClientCurrentSubAccount(client).jobUniform = uniformId-1;
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switch(serverData.jobs[server.game][jobId].jobType) {
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case AG_JOB_POLICE:
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client.player.modelIndex = serverData.policeJobSkins[server.game][uniformId];
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triggerNetworkEvent("ag.skin", null, client.player, serverData.policeJobSkins[server.game][uniformId-1]);
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//client.player.modelIndex = serverData.policeJobSkins[server.game][uniformId];
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triggerNetworkEvent("ag.giveWeapon", client, 2, 200, false);
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triggerNetworkEvent("ag.giveWeapon", client, 1, 1, false);
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break;
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case AG_JOB_MEDICAL:
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client.player.modelIndex = serverData.medicalJobSkins[server.game][uniformId];
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triggerNetworkEvent("ag.skin", null, client.player, serverData.medicalJobSkins[server.game][uniformId-1]);
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//client.player.modelIndex = serverData.medicalJobSkins[server.game][uniformId];
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messageClientInfo(client, "Your uniform and ambulance have been returned to the hospital");
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break;
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case AG_JOB_FIRE:
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client.player.modelIndex = serverData.fireJobSkins[server.game][uniformId];
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triggerNetworkEvent("ag.skin", null, client.player, serverData.fireJobSkins[server.game][uniformId-1]);
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//client.player.modelIndex = serverData.fireJobSkins[server.game][uniformId];
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messageClientInfo(client, "Your uniform and fire truck have been returned to the fire station");
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break;
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case AG_JOB_BUS:
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client.player.modelIndex = serverData.busJobSkins[server.game][uniformId];
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triggerNetworkEvent("ag.skin", null, client.player, serverData.busJobSkins[server.game][uniformId-1]);
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//client.player.modelIndex = serverData.busJobSkins[server.game][uniformId];
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messageClientInfo(client, "Your bus has been returned to the bus depot");
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break;
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case AG_JOB_TAXI:
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client.player.modelIndex = serverData.taxiJobSkins[server.game][uniformId];
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triggerNetworkEvent("ag.skin", null, client.player, serverData.taxiJobSkins[server.game][uniformId-1]);
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//client.player.modelIndex = serverData.taxiJobSkins[server.game][uniformId];
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messageClientInfo(client, "Your taxi has been returned to the taxi depot");
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break;
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case AG_JOB_GARBAGE:
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client.player.modelIndex = serverData.garbageJobSkins[server.game][uniformId];
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triggerNetworkEvent("ag.skin", null, client.player, serverData.garbageJobSkins[server.game][uniformId-1]);
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//client.player.modelIndex = serverData.garbageJobSkins[server.game][uniformId];
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messageClientInfo(client, "Your trash truck has been returned to the city landfill");
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break;
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@@ -563,7 +580,7 @@ function jobDepartmentRadioCommand(command, params, client) {
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// ---------------------------------------------------------------------------
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function getJobType(jobId) {
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return serverData.jobs[server.game][jobId].jobType;
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return getJobData(jobId).jobType;
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}
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// ---------------------------------------------------------------------------
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@@ -577,5 +594,12 @@ function getJobData(jobId) {
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function quitJob(client) {
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stopWorking(client);
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getClientCurrentSubAccount(client).job = AG_JOB_NONE;
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sendAllJobBlips(client);
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}
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}
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// ---------------------------------------------------------------------------
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function takeJob(client, jobId) {
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getClientCurrentSubAccount(client).job = closestJobId;
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}
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// ---------------------------------------------------------------------------
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