// =========================================================================== // Asshat-Gaming Roleplay // https://github.com/VortrexFTW/gtac_asshat_rp // Copyright (c) 2020 Asshat-Gaming (https://asshatgaming.com) // --------------------------------------------------------------------------- // FILE: native.js // DESC: Provides util function to wrap mod-specific stuff // TYPE: Server (JavaScript) // =========================================================================== // Use data for each because args are probably gonna be way different for each mod // --------------------------------------------------------------------------- function getServerGame() { return server.game; } // --------------------------------------------------------------------------- function agGetPedPosition(ped) { return ped.position; } // --------------------------------------------------------------------------- function agGetPedRotation(ped) { return ped.heading; } // --------------------------------------------------------------------------- function agGetPedSkin(ped) { return ped.modelIndex; } // --------------------------------------------------------------------------- function agSetPedSkin(ped, skinId) { return ped.modelIndex = skinId; } // --------------------------------------------------------------------------- function getPlayerPosition(client) { if(client.player != null) { return client.player.position; } } // --------------------------------------------------------------------------- function setPlayerPosition(client, position) { return triggerNetworkEvent("ag.position", client, position); } // --------------------------------------------------------------------------- function getPlayerHeading(client) { return client.player.heading; } // --------------------------------------------------------------------------- function setPlayerHeading(client, heading) { return triggerNetworkEvent("ag.heading", client, heading); } // --------------------------------------------------------------------------- function getPlayerVehicle(client) { return client.player.vehicle; } // --------------------------------------------------------------------------- function getPlayerDimension(client) { return client.player.dimension; } // --------------------------------------------------------------------------- function getPlayerInterior(client) { if(getPlayerData(client)) { if(getPlayerCurrentSubAccount(client)) { return getPlayerCurrentSubAccount(client).interior; } } } // --------------------------------------------------------------------------- function setPlayerDimension(client, dimension) { client.player.dimension = dimension; } // --------------------------------------------------------------------------- function setPlayerInterior(client, interior) { triggerNetworkEvent("ag.interior", client, interior); getPlayerCurrentSubAccount(client).interior = interior; } // --------------------------------------------------------------------------- function isPlayerInAnyVehicle(client) { return (client.player.vehicle != null); } // --------------------------------------------------------------------------- function getPlayerVehicleSeat(client) { if(!getPlayerVehicle(client)) { return false; } for(let i = 0 ; i <= 8 ; i++) { if(getPlayerVehicle(client).getOccupant(i) == client.player) { return i; } } return false; } // --------------------------------------------------------------------------- function isPlayerSpawned(client) { return (client.player != null); } // --------------------------------------------------------------------------- function getVehiclePosition(vehicle) { return vehicle.position; } // --------------------------------------------------------------------------- function getVehicleHeading(vehicle) { return vehicle.heading; } // --------------------------------------------------------------------------- function getVehicleSyncer(vehicle) { return getElementSyncer(vehicle); } // --------------------------------------------------------------------------- function getVehicleForNetworkEvent(vehicle) { return vehicle; } // --------------------------------------------------------------------------- function deleteGameElement(element) { if(element != null) { destroyElement(element); return true; } return false; } // --------------------------------------------------------------------------- function isPlayerInFrontVehicleSeat(client) { return (getPlayerVehicleSeat(client) == 0 || getPlayerVehicleSeat(client) == 1); } // --------------------------------------------------------------------------- function removePlayerFromVehicle(client) { triggerNetworkEvent("ag.removeFromVehicle", client); return true; } // --------------------------------------------------------------------------- function setPlayerSkin(client, skin) { client.player.modelIndex = skin; } // --------------------------------------------------------------------------- function disconnectPlayer(client) { return false; } // --------------------------------------------------------------------------- function getElementSyncer(element) { return getClients()[element.syncer]; } // --------------------------------------------------------------------------- function givePlayerWeapon(client, weaponId, ammo, active) { triggerNetworkEvent("ag.giveWeapon", client, weaponId, ammo, active); } // --------------------------------------------------------------------------- function clearPlayerWeapons(client) { triggerNetworkEvent("ag.clearWeapons", client); } // --------------------------------------------------------------------------- //triggerNetworkEvent("ag.veh.engine", getElementSyncer(getPlayerVehicle(client)), getVehicleForNetworkEvent(vehicle), getVehicleData(vehicle).engine);