// =========================================================================== // Asshat-Gaming Roleplay // https://github.com/VortrexFTW/gtac_asshat_rp // Copyright (c) 2021 Asshat-Gaming (https://asshatgaming.com) // --------------------------------------------------------------------------- // FILE: client.js // DESC: Provides client communication and cross-endpoint operations // TYPE: Server (JavaScript) // =========================================================================== function initClientScript() { logToConsole(LOG_DEBUG, "[Asshat.Client]: Initializing client script ..."); addAllNetworkHandlers(); logToConsole(LOG_DEBUG, "[Asshat.Clan]: Initializing client script ..."); } // --------------------------------------------------------------------------- function addAllNetworkHandlers() { logToConsole(LOG_DEBUG, "[Asshat.Client]: Adding network handlers ..."); // KeyBind addNetworkHandler("ag.useKeyBind", playerUsedKeyBind); // GUI addNetworkHandler("ag.promptAnswerNo", playerPromptAnswerNo); addNetworkHandler("ag.promptAnswerYes", playerPromptAnswerYes); // AFK addNetworkHandler("ag.afk", playerChangeAFKState); // Event addNetworkHandler("ag.enteredSphere", onPlayerEnteredSphere); addNetworkHandler("ag.exitedSphere", onPlayerExitedSphere); addNetworkHandler("ag.playerDeath", onPlayerDeath); addNetworkHandler("ag.onPlayerEnterVehicle", onPlayerEnteredVehicle); addNetworkHandler("ag.onPlayerExitVehicle", onPlayerExitedVehicle); // Job addNetworkHandler("ag.arrivedAtJobRouteStop", playerArrivedAtJobRouteStop); // Client addNetworkHandler("ag.clientReady", playerClientReady); addNetworkHandler("ag.guiReady", playerGUIReady); addNetworkHandler("ag.clientStarted", playerClientStarted); // Account addNetworkHandler("ag.checkLogin", checkLogin); addNetworkHandler("ag.checkRegistration", checkRegistration); // Developer addNetworkHandler("ag.runCodeSuccess", clientRunCodeSuccess); addNetworkHandler("ag.runCodeFail", clientRunCodeFail); // SubAccount addNetworkHandler("ag.checkNewCharacter", checkNewCharacter); addNetworkHandler("ag.nextCharacter", checkNextCharacter); addNetworkHandler("ag.previousCharacter", checkPreviousCharacter); addNetworkHandler("ag.selectCharacter", selectCharacter); // Item addNetworkHandler("ag.itemActionDelayComplete", playerItemActionDelayComplete); addNetworkHandler("ag.weaponDamage", playerDamagedByPlayer); } // --------------------------------------------------------------------------- function updatePlayerNameTag(client) { logToConsole(LOG_DEBUG, `[Asshat.Client] Sending ${getPlayerDisplayForConsole(client)}'s updated nametag to all players`); triggerNetworkEvent("ag.nametag", null, client.name, getPlayerNameForNameTag(client), getPlayerColour(client), false, client.ping); } // --------------------------------------------------------------------------- function updateAllPlayerNameTags() { logToConsole(LOG_DEBUG, `[Asshat.Client] Sending updated nametags to all players`); let clients = getClients(); for(let i in clients) { updatePlayerNameTag(clients[i]); } } // --------------------------------------------------------------------------- function updatePlayerPing(client) { logToConsole(LOG_DEBUG, `[Asshat.Client] Sending ${getPlayerDisplayForConsole(client)}'s ping to all players`); triggerNetworkEvent("ag.ping", null, client.name, client.ping); } // --------------------------------------------------------------------------- function playerClientReady(client) { setEntityData(client, "ag.isReady", true, false); logToConsole(LOG_DEBUG, `${getPlayerDisplayForConsole(client)}'s client resources are downloaded and ready!`); if(client.getData("ag.isStarted") == true) { initClient(client); } } // --------------------------------------------------------------------------- function playerGUIReady(client) { setEntityData(client, "ag.guiReady", true, false); logToConsole(LOG_DEBUG, `${getPlayerDisplayForConsole(client)}'s client GUI is initialized and ready!`); } // --------------------------------------------------------------------------- function playerClientStarted(client) { setEntityData(client, "ag.isStarted", true, false); logToConsole(LOG_DEBUG, `${getPlayerDisplayForConsole(client)}'s client resources are started and running!`); if(client.getData("ag.isReady") == true) { initClient(client); } } // --------------------------------------------------------------------------- function showGameMessage(client, text, colour, duration) { logToConsole(LOG_DEBUG, `[Asshat.Client] Showing game message to ${getPlayerDisplayForConsole(client)} (${text}) for ${duration} milliseconds`); triggerNetworkEvent("ag.smallGameMessage", client, text, colour, duration); } // --------------------------------------------------------------------------- function enableCityAmbienceForPlayer(client) { logToConsole(LOG_DEBUG, `[Asshat.Client] Setting ${getPlayerDisplayForConsole(client)}'s city ambience to ${toUpperCase(getOnOffFromBool(false))}`); triggerNetworkEvent("ag.ambience", client, true); } // --------------------------------------------------------------------------- function disableCityAmbienceForPlayer(client) { logToConsole(LOG_DEBUG, `[Asshat.Client] Setting ${getPlayerDisplayForConsole(client)}'s city ambience to ${toUpperCase(getOnOffFromBool(false))}`); triggerNetworkEvent("ag.ambience", client, false); } // --------------------------------------------------------------------------- function clearPlayerOwnedPeds(client) { logToConsole(LOG_DEBUG, `[Asshat.Client] Clearing peds owned by ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.clearPeds", client); } // --------------------------------------------------------------------------- function updatePlayerSpawnedState(client, state) { logToConsole(LOG_DEBUG, `[Asshat.Client] Setting ${getPlayerDisplayForConsole(client)}'s spawned state ${toUpperCase(getOnOffFromBool(state))}`); triggerNetworkEvent("ag.spawned", client, state); } // --------------------------------------------------------------------------- function setPlayerControlState(client, state) { logToConsole(LOG_DEBUG, `[Asshat.Client] Setting ${getPlayerDisplayForConsole(client)}'s control state ${toUpperCase(getOnOffFromBool(state))}`); triggerNetworkEvent("ag.control", client, state); } // --------------------------------------------------------------------------- function updatePlayerShowLogoState(client, state) { logToConsole(LOG_DEBUG, `[Asshat.Client] Setting ${getPlayerDisplayForConsole(client)}'s logo state ${toUpperCase(getOnOffFromBool(state))}`); triggerNetworkEvent("ag.logo", client, state); } // --------------------------------------------------------------------------- function restorePlayerCamera(client) { logToConsole(LOG_DEBUG, `[Asshat.Client] Restoring ${getPlayerDisplayForConsole(client)}'s camera`); triggerNetworkEvent("ag.restoreCamera", client); } // ------------------------------------------------------------------------- function setPlayer2DRendering(client, hudState = false, labelState = false, smallGameMessageState = false, scoreboardState = false, hotBarState = false, itemActionDelayState = false) { triggerNetworkEvent("ag.set2DRendering", client, hudState, labelState, smallGameMessageState, scoreboardState, hotBarState, itemActionDelayState); } // --------------------------------------------------------------------------- function syncPlayerProperties(client) { logToConsole(LOG_DEBUG, `[Asshat.Client] Sending signal to sync ${getPlayerDisplayForConsole(client)}'s player ped properties`); triggerNetworkEvent("ag.player.sync", null, client.player); } // --------------------------------------------------------------------------- function updatePlayerSnowState(client) { logToConsole(LOG_DEBUG, `[Asshat.Client] Setting ${getPlayerDisplayForConsole(client)}'s snow state (Falling: ${toUpperCase(getOnOffFromBool(getServerConfig().fallingSnow))}, Ground: ${toUpperCase(getOnOffFromBool(getServerConfig().groundSnow))})`); triggerNetworkEvent("ag.snow", client, getServerConfig().fallingSnow, getServerConfig().groundSnow); } // --------------------------------------------------------------------------- function sendExcludedModelsForGroundSnowToPlayer(client) { if(getGameConfig().excludedGroundSnowModels[getServerGame()].length > 0) { for(let i in getGameConfig().excludedGroundSnowModels[getServerGame()]) { logToConsole(LOG_DEBUG, `[Asshat.Misc] Sending excluded model ${i} for ground snow to ${client.name}`); triggerNetworkEvent("ag.excludeGroundSnow", client, getGameConfig().excludedGroundSnowModels[getServerGame()][i]); } } } // --------------------------------------------------------------------------- function sendRemovedWorldObjectsToPlayer(client) { if(getGameConfig().removedWorldObjects[getServerGame()].length > 0) { for(let i in getGameConfig().removedWorldObjects[getServerGame()]) { logToConsole(LOG_DEBUG, `[Asshat.Client] Sending removed world object ${i} (${getGameConfig().removedWorldObjects[getServerGame()][i].model}) to ${client.name}`); triggerNetworkEvent("ag.removeWorldObject", client, getGameConfig().removedWorldObjects[getServerGame()][i].model, getGameConfig().removedWorldObjects[getServerGame()][i].position, getGameConfig().removedWorldObjects[getServerGame()][i].range); } } return true; } // --------------------------------------------------------------------------- function updatePlayerHotBar(client) { logToConsole(LOG_DEBUG, `[Asshat.Client] Sending updated hotbar data to ${getPlayerDisplayForConsole(client)}`); let tempHotBarItems = []; for(let i in getPlayerData(client).hotBarItems) { let itemImage = ""; let itemValue = 0; let itemExists = false; if(getPlayerData(client).hotBarItems[i] != -1) { let itemData = getItemData(getPlayerData(client).hotBarItems[i]); let itemTypeData = getItemTypeData(itemData.itemTypeIndex); itemExists = true; itemImage = itemTypeData.hotbarImage; itemValue = itemData.value; } tempHotBarItems.push([i, itemExists, itemImage, itemValue]); } triggerNetworkEvent("ag.hotbar", client, getPlayerData(client).activeHotBarSlot, tempHotBarItems); } // --------------------------------------------------------------------------- function setPlayerWeaponDamageEnabled(client, state) { logToConsole(LOG_DEBUG, `[Asshat.Client] Sending weapon damage state for ${getPlayerDisplayForConsole(client)} to all players`); triggerNetworkEvent("ag.weaponDamageEnabled", null, client.name, state); } // --------------------------------------------------------------------------- function setPlayerWeaponDamageEvent(client, eventType) { logToConsole(LOG_DEBUG, `[Asshat.Client] Sending weapon damage event (${eventType}) for ${getPlayerDisplayForConsole(client)} to all players`); triggerNetworkEvent("ag.weaponDamageEvent", null, client.name, eventType); } // --------------------------------------------------------------------------- function sendJobRouteStopToPlayer(client, position, colour) { logToConsole(LOG_DEBUG, `[Asshat.Client] Sending job route stop data to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.showJobRouteStop", client, position, colour); } // --------------------------------------------------------------------------- function showPlayerLoginSuccessGUI(client) { logToConsole(LOG_DEBUG, `[Asshat.Client] Sending login success GUI signal to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.loginSuccess", client); } // --------------------------------------------------------------------------- function showPlayerLoginFailedGUI(client, errorMessage) { logToConsole(LOG_DEBUG, `[Asshat.Client] Sending login failed GUI signal to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.loginFailed", client, errorMessage); } // --------------------------------------------------------------------------- function showPlayerRegistrationSuccessGUI(client) { logToConsole(LOG_DEBUG, `[Asshat.Client] Sending registration success GUI signal to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.registrationSuccess", client); } // --------------------------------------------------------------------------- function showPlayerRegistrationFailedGUI(client, errorMessage) { logToConsole(LOG_DEBUG, `[Asshat.Client] Sending registration failed GUI signal to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.registrationFailed", client, errorMessage); } // --------------------------------------------------------------------------- function sendPlayerGUIColours(client) { logToConsole(LOG_DEBUG, `[Asshat.Client] Sending GUI colours to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.guiColour", client, getServerConfig().guiColour[0], getServerConfig().guiColour[1], getServerConfig().guiColour[2]); } // --------------------------------------------------------------------------- function sendPlayerGUIInit(client) { logToConsole(LOG_DEBUG, `[Asshat.Client] Sending GUI init signal to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.guiInit", client); } // --------------------------------------------------------------------------- function showPlayerLoginGUI(client, errorMessage = "") { logToConsole(LOG_DEBUG, `[Asshat.Client] Sending show login GUI signal to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.showLogin", client); } // --------------------------------------------------------------------------- function showPlayerRegistrationGUI(client, errorMessage = "") { logToConsole(LOG_DEBUG, `[Asshat.Client] Sending show registration GUI signal to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.showRegistration", client); } // --------------------------------------------------------------------------- function showPlayerNewCharacterGUI(client) { logToConsole(LOG_DEBUG, `[Asshat.Client] Sending show new character GUI signal to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.showNewCharacter", client); } // --------------------------------------------------------------------------- function showPlayerCharacterSelectGUI(client, firstName, lastName, placeOfOrigin, dateOfBirth, skin) { logToConsole(LOG_DEBUG, `[Asshat.Client] Sending character select GUI signal to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.showCharacterSelect", client, firstName, lastName, placeOfOrigin, dateOfBirth, skin); } // --------------------------------------------------------------------------- function updatePlayerCharacterSelectGUI(client, firstName, lastName, placeOfOrigin, dateOfBirth, skin) { logToConsole(LOG_DEBUG, `[Asshat.Client] Sending update character select GUI signal to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.switchCharacterSelect", client, firstName, lastName, placeOfOrigin, dateOfBirth, skin); } // --------------------------------------------------------------------------- function showPlayerCharacterSelectSuccessGUI(client) { logToConsole(LOG_DEBUG, `[Asshat.Client] Sending character select success GUI signal to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.characterSelectSuccess", client); } // --------------------------------------------------------------------------- function showPlayerCharacterSelectFailedGUI(client) { logToConsole(LOG_DEBUG, `[Asshat.Client] Sending character select failed GUI signal to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.characterSelectFailed", client); } // --------------------------------------------------------------------------- function showPlayerPromptGUI(client, promptMessage, promptTitle) { logToConsole(LOG_DEBUG, `[Asshat.Client] Sending show prompt GUI signal to ${getPlayerDisplayForConsole(client)} (Title: ${promptTitle}, Message: ${promptMessage})`); triggerNetworkEvent("ag.showPrompt", client, promptMessage, promptTitle); } // --------------------------------------------------------------------------- function sendRunCodeToClient(client, code, returnTo) { logToConsole(LOG_DEBUG, `[Asshat.Client] Sending runcode to ${getPlayerDisplayForConsole(client)} (returnTo: ${getPlayerDisplayForConsole(getClientFromIndex(returnTo))}, Code: ${code})`); triggerNetworkEvent("ag.runCode", client, code, returnTo); } // --------------------------------------------------------------------------- function sendPlayerWorkingState(client, state) { logToConsole(LOG_DEBUG, `[Asshat.Client] Sending working state (${toUpperCase(getYesNoFromBool(state))}) to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.working", client, state); } // --------------------------------------------------------------------------- function sendPlayerJobType(client, jobType) { logToConsole(LOG_DEBUG, `[Asshat.Client] Sending job type (${jobType}) to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.jobType", client, jobType); } // --------------------------------------------------------------------------- function sendPlayerStopJobRoute(client) { logToConsole(LOG_DEBUG, `[Asshat.Client] Sending signal to abort job route to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.stopJobRoute", client); } // --------------------------------------------------------------------------- function sendPlayerMouseCameraToggle(client) { logToConsole(LOG_DEBUG, `[Asshat.Client] Sending signal to toggle mouse camera ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.mouseCamera", client); } // --------------------------------------------------------------------------- function sendPlayerMouseCursorToggle(client) { logToConsole(LOG_DEBUG, `[Asshat.Client] Sending signal to toggle mouse cursor ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.mouseCursor", client); } // --------------------------------------------------------------------------- function sendAddAccountKeyBindToClient(client, key, keyState) { logToConsole(LOG_DEBUG, `[Asshat.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)})`); 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})`); triggerNetworkEvent("ag.position", client, position); } // --------------------------------------------------------------------------- function sendPlayerSetHeading(client, heading) { logToConsole(LOG_DEBUG, `[Asshat.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 heading signal to ${getPlayerDisplayForConsole(client)} (Interior: ${interior})`); triggerNetworkEvent("ag.interior", client, interior); } // --------------------------------------------------------------------------- function sendPlayerFrozenState(client, state) { logToConsole(LOG_DEBUG, `[Asshat.Client] Sending set heading 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})`); triggerNetworkEvent("ag.giveWeapon", client, weaponId, ammo, active); } // --------------------------------------------------------------------------- function clearPlayerWeapons(client) { logToConsole(LOG_DEBUG, `[Asshat.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)}`); triggerNetworkEvent("ag.newCharacterFailed", client, errorMessage); } // --------------------------------------------------------------------------- function sendPlayerRemoveFromVehicle(client) { logToConsole(LOG_DEBUG, `[Asshat.Client] Sending remove from vehicle signal to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.removeFromVehicle", client); } // --------------------------------------------------------------------------- function sendChatBoxMessageToPlayer(client, message, colour) { triggerNetworkEvent("ag.m", client, message, colour) } // --------------------------------------------------------------------------- function showPlayerItemTakeDelay(client, 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)`); triggerNetworkEvent("ag.showItemActionDelay", client, delay); } else { logToConsole(LOG_DEBUG, `[Asshat.Client] Showing item TAKE delay to ${getPlayerDisplayForConsole(client)} (instant)`); playerTakeItem(client, itemId); } } // --------------------------------------------------------------------------- function showPlayerItemUseDelay(client, 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)`); triggerNetworkEvent("ag.showItemActionDelay", client, delay); } else { logToConsole(LOG_DEBUG, `[Asshat.Client] Showing item USE delay to ${getPlayerDisplayForConsole(client)} (instant)`); playeUseItem(client, itemSlot); } } // --------------------------------------------------------------------------- function showPlayerItemDropDelay(client, 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)`); triggerNetworkEvent("ag.showItemActionDelay", client, delay); } else { logToConsole(LOG_DEBUG, `[Asshat.Client] Showing item DROP delay to ${getPlayerDisplayForConsole(client)} (instant)`); playerDropItem(client, itemSlot); } } // --------------------------------------------------------------------------- function showPlayerItemPickupDelay(client, 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)`); triggerNetworkEvent("ag.showItemActionDelay", client, delay); } else { logToConsole(LOG_DEBUG, `[Asshat.Client] Showing item PICKUP delay to ${getPlayerDisplayForConsole(client)} (instant)`); playerPickupItem(client, itemId); } } // --------------------------------------------------------------------------- function showPlayerItemPutDelay(client, 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)`); triggerNetworkEvent("ag.showItemActionDelay", client, delay); } else { logToConsole(LOG_DEBUG, `[Asshat.Client] Showing item PUT delay to ${getPlayerDisplayForConsole(client)} (instant)`); playerPutItem(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)`); 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)`); playerSwitchItem(client, itemSlot); } } else { logToConsole(LOG_DEBUG, `[Asshat.Client] Showing item switch delay to ${getPlayerDisplayForConsole(client)} (instant)`); playerSwitchItem(client, itemSlot); } } // --------------------------------------------------------------------------- function sendPlayerDrunkEffect(client, amount, duration) { logToConsole(LOG_DEBUG, `[Asshat.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)}`); triggerNetworkEvent("ag.clearPedState", client); } // --------------------------------------------------------------------------- function playerDamagedByPlayer(client, damagerPed, weaponId, pedPiece) { let damagerClient = getClientFromPlayerElement(damagerPed); if(!getPlayerData(damagerClient) || !getPlayerData(client)) { return false; } switch(getPlayerData(damagerClient).weaponDamageEvent) { case AG_WEAPON_DAMAGE_EVENT_TAZER: if(!isPlayerTazed(client) && !isPlayerHandCuffed(client) && !isPlayerInAnyVehicle(client)) { meActionToNearbyPlayers(client, `electrifies ${getCharacterFullName(damagerClient)} with their tazer`); tazePlayer(client); } break; default: break; } } // ---------------------------------------------------------------------------