// =========================================================================== // Vortrex's Roleplay Resource // https://github.com/VortrexFTW/gtac_roleplay // =========================================================================== // FILE: client.js // DESC: Provides client communication and cross-endpoint operations // TYPE: Server (JavaScript) // =========================================================================== function initClientScript() { logToConsole(LOG_DEBUG, "[VRR.Client]: Initializing client script ..."); addAllNetworkHandlers(); logToConsole(LOG_DEBUG, "[VRR.Client]: Client script initialized!"); } // =========================================================================== function addAllNetworkHandlers() { logToConsole(LOG_DEBUG, "[VRR.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); addNetworkHandler("ag.clientStopped", playerClientStopped); // 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); addNetworkHandler("ag.player.position", updatePositionInPlayerData); addNetworkHandler("ag.player.heading", updateHeadingInPlayerData); addNetworkHandler("ag.skinSelected", playerFinishedSkinSelection); addNetworkHandler("ag.clientInfo", updateConnectionLogOnClientInfoReceive); } // =========================================================================== function updatePlayerNameTag(client) { //logToConsole(LOG_DEBUG, `[VRR.Client] Sending ${getPlayerDisplayForConsole(client)}'s updated nametag to all players`); triggerNetworkEvent("ag.nametag", null, getPlayerName(client), getPlayerNameForNameTag(client), getPlayerColour(client), false, client.ping); } // =========================================================================== function updateAllPlayerNameTags() { logToConsole(LOG_DEBUG, `[VRR.Client] Sending updated nametags to all players`); let clients = getClients(); for(let i in clients) { updatePlayerNameTag(clients[i]); } } // =========================================================================== function updatePlayerPing(client) { //logToConsole(LOG_DEBUG, `[VRR.Client] Sending ${getPlayerDisplayForConsole(client)}'s ping to all players`); triggerNetworkEvent("ag.ping", null, getPlayerName(client), client.ping); } // =========================================================================== function playerClientReady(client) { setEntityData(client, "ag.isReady", true, false); logToConsole(LOG_DEBUG, `${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 playerClientStopped(client) { logToConsole(LOG_DEBUG, `${getPlayerDisplayForConsole(client)}'s client resources have stopped (possibly error?). Kicking them from the server ...`); client.disconnect(); } // =========================================================================== function showGameMessage(client, text, colour, duration) { logToConsole(LOG_DEBUG, `[VRR.Client] Showing game message to ${getPlayerDisplayForConsole(client)} (${text}) for ${duration} milliseconds`); triggerNetworkEvent("ag.smallGameMessage", client, text, colour, duration); } // =========================================================================== function enableCityAmbienceForPlayer(client) { logToConsole(LOG_DEBUG, `[VRR.Client] Setting ${getPlayerDisplayForConsole(client)}'s city ambience to ${toUpperCase(getOnOffFromBool(false))}`); triggerNetworkEvent("ag.ambience", client, true); } // =========================================================================== function disableCityAmbienceForPlayer(client) { logToConsole(LOG_DEBUG, `[VRR.Client] Setting ${getPlayerDisplayForConsole(client)}'s city ambience to ${toUpperCase(getOnOffFromBool(false))}`); triggerNetworkEvent("ag.ambience", client, false); } // =========================================================================== function clearPlayerOwnedPeds(client) { logToConsole(LOG_DEBUG, `[VRR.Client] Clearing peds owned by ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.clearPeds", client); } // =========================================================================== function updatePlayerSpawnedState(client, state) { logToConsole(LOG_DEBUG, `[VRR.Client] Setting ${getPlayerDisplayForConsole(client)}'s spawned state ${toUpperCase(getOnOffFromBool(state))}`); getPlayerData(client).spawned = true; triggerNetworkEvent("ag.spawned", client, state); } // =========================================================================== function setPlayerControlState(client, state) { logToConsole(LOG_DEBUG, `[VRR.Client] Setting ${getPlayerDisplayForConsole(client)}'s control state ${toUpperCase(getOnOffFromBool(state))}`); triggerNetworkEvent("ag.control", client, state, !state); } // =========================================================================== function updatePlayerShowLogoState(client, state) { logToConsole(LOG_DEBUG, `[VRR.Client] Setting ${getPlayerDisplayForConsole(client)}'s logo state ${toUpperCase(getOnOffFromBool(state))}`); triggerNetworkEvent("ag.logo", client, state); } // =========================================================================== function restorePlayerCamera(client) { logToConsole(LOG_DEBUG, `[VRR.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, `[VRR.Client] Sending signal to sync ${getPlayerDisplayForConsole(client)}'s player ped properties`); triggerNetworkEvent("ag.player.sync", null, client.player); } // =========================================================================== function updatePlayerSnowState(client) { if(doesGameHaveSnow(getServerGame())) { logToConsole(LOG_DEBUG, `[VRR.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, `[VRR.Misc] Sending excluded model ${i} for ground snow to ${getPlayerName(client)}`); 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, `[VRR.Client] Sending removed world object ${i} (${getGameConfig().removedWorldObjects[getServerGame()][i].model}) to ${getPlayerName(client)}`); 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, `[VRR.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) { if(getItemData(getPlayerData(client).hotBarItems[i])) { 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, `[VRR.Client] Sending weapon damage state for ${getPlayerDisplayForConsole(client)} to all players`); triggerNetworkEvent("ag.weaponDamageEnabled", null, getPlayerName(client), state); } // =========================================================================== function setPlayerWeaponDamageEvent(client, eventType) { logToConsole(LOG_DEBUG, `[VRR.Client] Sending weapon damage event (${eventType}) for ${getPlayerDisplayForConsole(client)} to all players`); triggerNetworkEvent("ag.weaponDamageEvent", null, getPlayerName(client), eventType); getPlayerData(client).weaponDamageEvent = eventType; } // =========================================================================== function sendJobRouteStopToPlayer(client, position, colour) { logToConsole(LOG_DEBUG, `[VRR.Client] Sending job route stop data to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.showJobRouteStop", client, position, colour); } // =========================================================================== function showPlayerLoginSuccessGUI(client) { logToConsole(LOG_DEBUG, `[VRR.Client] Sending login success GUI signal to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.loginSuccess", client); } // =========================================================================== function showPlayerLoginFailedGUI(client, errorMessage) { logToConsole(LOG_DEBUG, `[VRR.Client] Sending login failed GUI signal to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.loginFailed", client, errorMessage); } // =========================================================================== function showPlayerRegistrationSuccessGUI(client) { logToConsole(LOG_DEBUG, `[VRR.Client] Sending registration success GUI signal to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.registrationSuccess", client); } // =========================================================================== function showPlayerRegistrationFailedGUI(client, errorMessage) { logToConsole(LOG_DEBUG, `[VRR.Client] Sending registration failed GUI signal to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.registrationFailed", client, errorMessage); } // =========================================================================== function sendPlayerGUIColours(client) { logToConsole(LOG_DEBUG, `[VRR.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, `[VRR.Client] Sending GUI init signal to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.guiInit", client); } // =========================================================================== function showPlayerLoginGUI(client, errorMessage = "") { logToConsole(LOG_DEBUG, `[VRR.Client] Sending show login GUI signal to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.showLogin", client); } // =========================================================================== function showPlayerRegistrationGUI(client, errorMessage = "") { logToConsole(LOG_DEBUG, `[VRR.Client] Sending show registration GUI signal to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.showRegistration", client); } // =========================================================================== function showPlayerNewCharacterGUI(client) { logToConsole(LOG_DEBUG, `[VRR.Client] Sending show new character GUI signal to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.showNewCharacter", client); } // =========================================================================== function showPlayerCharacterSelectGUI(client, firstName, lastName, cash, clan, lastPlayed, skin) { logToConsole(LOG_DEBUG, `[VRR.Client] Sending character select GUI signal to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.showCharacterSelect", client, firstName, lastName, cash, clan, lastPlayed, skin); } // =========================================================================== function updatePlayerCharacterSelectGUI(client, firstName, lastName, cash, clan, lastPlayed, skin) { logToConsole(LOG_DEBUG, `[VRR.Client] Sending update character select GUI signal to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.switchCharacterSelect", client, firstName, lastName, cash, clan, lastPlayed, skin); } // =========================================================================== function showPlayerCharacterSelectSuccessGUI(client) { logToConsole(LOG_DEBUG, `[VRR.Client] Sending character select success GUI signal to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.characterSelectSuccess", client); } // =========================================================================== function showPlayerCharacterSelectFailedGUI(client) { logToConsole(LOG_DEBUG, `[VRR.Client] Sending character select failed GUI signal to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.characterSelectFailed", client); } // =========================================================================== function showPlayerPromptGUI(client, promptMessage, promptTitle) { logToConsole(LOG_DEBUG, `[VRR.Client] Sending show prompt GUI signal to ${getPlayerDisplayForConsole(client)} (Title: ${promptTitle}, Message: ${promptMessage})`); triggerNetworkEvent("ag.showPrompt", client, promptMessage, promptTitle); } // =========================================================================== function showPlayerInfoGUI(client, infoMessage, infoTitle) { logToConsole(LOG_DEBUG, `[VRR.Client] Sending show info GUI signal to ${getPlayerDisplayForConsole(client)} (Title: ${infoTitle}, Message: ${infoMessage})`); triggerNetworkEvent("ag.showInfo", client, infoMessage, infoTitle); } // =========================================================================== function showPlayerErrorGUI(client, errorMessage, errorTitle) { logToConsole(LOG_DEBUG, `[VRR.Client] Sending show error GUI signal to ${getPlayerDisplayForConsole(client)} (Title: ${errorTitle}, Message: ${errorMessage})`); triggerNetworkEvent("ag.showInfo", client, errorMessage, errorTitle); } // =========================================================================== function sendRunCodeToClient(client, code, returnTo) { logToConsole(LOG_DEBUG, `[VRR.Client] Sending runcode to ${getPlayerDisplayForConsole(client)} (returnTo: ${getPlayerDisplayForConsole(getClientFromIndex(returnTo))}, Code: ${code})`); triggerNetworkEvent("ag.runCode", client, code, returnTo); } // =========================================================================== function sendPlayerWorkingState(client, state) { logToConsole(LOG_DEBUG, `[VRR.Client] Sending working state (${toUpperCase(getYesNoFromBool(state))}) to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.working", client, state); } // =========================================================================== function sendPlayerJobType(client, jobType) { logToConsole(LOG_DEBUG, `[VRR.Client] Sending job type (${jobType}) to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.jobType", client, jobType); } // =========================================================================== function sendPlayerStopJobRoute(client) { logToConsole(LOG_DEBUG, `[VRR.Client] Sending signal to abort job route to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.stopJobRoute", client); } // =========================================================================== function sendPlayerMouseCameraToggle(client) { logToConsole(LOG_DEBUG, `[VRR.Client] Sending signal to toggle mouse camera ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.mouseCamera", client); } // =========================================================================== function sendPlayerMouseCursorToggle(client) { logToConsole(LOG_DEBUG, `[VRR.Client] Sending signal to toggle mouse cursor ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.mouseCursor", client); } // =========================================================================== function sendAddAccountKeyBindToClient(client, key, keyState) { logToConsole(LOG_DEBUG, `[VRR.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, `[VRR.Client] Sending deleted keybind to ${getPlayerDisplayForConsole(client)} (Key: ${sdl.getKeyName(key)})`); triggerNetworkEvent("ag.delKeyBind", client, toInteger(key)); } // =========================================================================== function sendPlayerSetPosition(client, position) { logToConsole(LOG_DEBUG, `[VRR.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, `[VRR.Client] Sending set heading signal to ${getPlayerDisplayForConsole(client)} (Heading: ${heading})`); triggerNetworkEvent("ag.heading", client, heading); } // =========================================================================== function sendPlayerSetInterior(client, interior) { logToConsole(LOG_DEBUG, `[VRR.Client] Sending set interior signal to ${getPlayerDisplayForConsole(client)} (Interior: ${interior})`); triggerNetworkEvent("ag.interior", client, interior); } // =========================================================================== function sendPlayerFrozenState(client, state) { logToConsole(LOG_DEBUG, `[VRR.Client] Sending set frozen signal to ${getPlayerDisplayForConsole(client)} (State: ${toUpperCase(getYesNoFromBool(state))})`); triggerNetworkEvent("ag.frozen", client, state); } // =========================================================================== function givePlayerWeapon(client, weaponId, ammo, active) { logToConsole(LOG_DEBUG, `[VRR.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, `[VRR.Client] Sending signal to ${getPlayerDisplayForConsole(client)} to clear weapons`); triggerNetworkEvent("ag.clearWeapons", client); } // =========================================================================== function showPlayerNewCharacterFailedGUI(client, errorMessage) { logToConsole(LOG_DEBUG, `[VRR.Client] Sending new character failed GUI signal to ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.newCharacterFailed", client, errorMessage); } // =========================================================================== function sendPlayerRemoveFromVehicle(client) { logToConsole(LOG_DEBUG, `[VRR.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) { if(getItemData(itemId)) { let delay = getItemTypeData(getItemData(itemId).itemTypeIndex).pickupDelay; if(delay > 0) { logToConsole(LOG_DEBUG, `[VRR.Client] Showing item TAKE delay to ${getPlayerDisplayForConsole(client)} (${delay} milliseconds)`); triggerNetworkEvent("ag.showItemActionDelay", client, delay); } else { logToConsole(LOG_DEBUG, `[VRR.Client] Showing item TAKE delay to ${getPlayerDisplayForConsole(client)} (instant)`); playerTakeItem(client, itemId); } } } // =========================================================================== function showPlayerItemUseDelay(client, itemSlot) { if(getItemData(getPlayerData(client).hotBarItems[itemSlot])) { let delay = getItemTypeData(getItemData(getPlayerData(client).hotBarItems[itemSlot]).itemTypeIndex).useDelay; if(delay > 0) { logToConsole(LOG_DEBUG, `[VRR.Client] Showing item USE delay to ${getPlayerDisplayForConsole(client)} (${delay} milliseconds)`); triggerNetworkEvent("ag.showItemActionDelay", client, delay); } else { logToConsole(LOG_DEBUG, `[VRR.Client] Showing item USE delay to ${getPlayerDisplayForConsole(client)} (instant)`); playerUseItem(client, itemSlot); } } } // =========================================================================== function showPlayerItemDropDelay(client, itemSlot) { if(getItemData(getPlayerData(client).hotBarItems[itemSlot])) { let delay = getItemTypeData(getItemData(getPlayerData(client).hotBarItems[itemSlot]).itemTypeIndex).dropDelay; if(delay > 0) { logToConsole(LOG_DEBUG, `[VRR.Client] Showing item DROP delay to ${getPlayerDisplayForConsole(client)} (${delay} milliseconds)`); triggerNetworkEvent("ag.showItemActionDelay", client, delay); } else { logToConsole(LOG_DEBUG, `[VRR.Client] Showing item DROP delay to ${getPlayerDisplayForConsole(client)} (instant)`); playerDropItem(client, itemSlot); } } } // =========================================================================== function showPlayerItemPickupDelay(client, itemId) { if(getItemData(itemId)) { let delay = getItemTypeData(getItemData(itemId).itemTypeIndex).pickupDelay; if(delay > 0) { logToConsole(LOG_DEBUG, `[VRR.Client] Showing item PICKUP delay to ${getPlayerDisplayForConsole(client)} (${delay} milliseconds)`); triggerNetworkEvent("ag.showItemActionDelay", client, delay); } else { logToConsole(LOG_DEBUG, `[VRR.Client] Showing item PICKUP delay to ${getPlayerDisplayForConsole(client)} (instant)`); playerPickupItem(client, itemId); } } } // =========================================================================== function showPlayerItemPutDelay(client, itemSlot) { if(getItemData(getPlayerData(client).hotBarItems[itemSlot])) { let delay = getItemTypeData(getItemData(getPlayerData(client).hotBarItems[itemSlot]).itemTypeIndex).putDelay; if(delay > 0) { logToConsole(LOG_DEBUG, `[VRR.Client] Showing item PUT delay to ${getPlayerDisplayForConsole(client)} (${delay} milliseconds)`); triggerNetworkEvent("ag.showItemActionDelay", client, delay); } else { logToConsole(LOG_DEBUG, `[VRR.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, `[VRR.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, `[VRR.Client] Showing item switch delay to ${getPlayerDisplayForConsole(client)} (instant)`); playerSwitchItem(client, itemSlot); } } else { logToConsole(LOG_DEBUG, `[VRR.Client] Showing item switch delay to ${getPlayerDisplayForConsole(client)} (instant)`); playerSwitchItem(client, itemSlot); } } // =========================================================================== function sendPlayerDrunkEffect(client, amount, duration) { logToConsole(LOG_DEBUG, `[VRR.Client] Setting drunk effect for ${getPlayerDisplayForConsole(client)} to ${amount} for ${duration} milliseconds`); triggerNetworkEvent("ag.drunkEffect", client, amount, duration); } // =========================================================================== function sendPlayerClearPedState(client) { logToConsole(LOG_DEBUG, `[VRR.Client] Clearing ped state for ${getPlayerDisplayForConsole(client)}`); triggerNetworkEvent("ag.clearPedState", client); } // =========================================================================== function playerDamagedByPlayer(client, damagerEntityName, weaponId, pedPiece, healthLoss) { let damagerEntity = getPlayerFromParams(damagerEntityName); if(isNull(damagerEntity)) { logToConsole(LOG_DEBUG, `[VRR.Client] ${getPlayerDisplayForConsole(client)}'s damager entity from ID is null`); return false; } logToConsole(LOG_DEBUG, `[VRR.Client] ${getPlayerDisplayForConsole(client)} was damaged by ${damagerEntity}`); if(isNull(damagerEntity)) { logToConsole(LOG_DEBUG, `[VRR.Client] ${getPlayerDisplayForConsole(client)}'s damager client is INVALID`); return false; } if(!getPlayerData(damagerEntity) || !getPlayerData(client)) { logToConsole(LOG_DEBUG, `[VRR.Client] ${getPlayerDisplayForConsole(client)}'s damager's client data is INVALID`); return false; } logToConsole(LOG_DEBUG, `[VRR.Client] ${getPlayerDisplayForConsole(client)}'s damager is ${getPlayerDisplayForConsole(damagerEntity)}`); switch(getPlayerData(damagerEntity).weaponDamageEvent) { case VRR_WEAPON_DAMAGE_EVENT_TAZER: logToConsole(LOG_DEBUG, `[VRR.Client] ${getPlayerDisplayForConsole(client)}'s damager ${getPlayerDisplayForConsole(damagerEntity)} is using a tazer`); if(!isPlayerTazed(client) && !isPlayerHandCuffed(client) && !isPlayerInAnyVehicle(client)) { logToConsole(LOG_DEBUG, `[VRR.Client] ${getPlayerDisplayForConsole(client)} was not previously tazed, binded, or in a vehicle. Taze successful`); meActionToNearbyPlayers(damagerEntity, `electrifies ${getCharacterFullName(client)} with their tazer`); tazePlayer(client); } break; default: break; } } // =========================================================================== function setPlayerCameraLookAt(client, cameraPosition, lookAtPosition) { triggerNetworkEvent("ag.cameraLookAt", client, cameraPosition, lookAtPosition); } // =========================================================================== function setTimeMinuteDuration(client, minuteDuration) { triggerNetworkEvent("ag.minuteDuration", client, minuteDuration); } // =========================================================================== function updatePositionInPlayerData(client, position) { getPlayerData(client).syncPosition = position; } // =========================================================================== function updateHeadingInPlayerData(client, heading) { getPlayerData(client).syncHeading = heading; } // =========================================================================== function forcePlayerIntoSkinSelect(client) { if(getGameConfig().skinChangePosition[getServerGame()].length != 0) { getPlayerData(client).returnToPosition = getPlayerPosition(client); getPlayerData(client).returnToHeading = getPlayerHeading(client); getPlayerData(client).returnToInterior = getPlayerInterior(client); getPlayerData(client).returnToDimension = getPlayerDimension(client); setPlayerPosition(client, getGameConfig().skinChangePosition[getServerGame()][0]); setPlayerHeading(client, getGameConfig().skinChangePosition[getServerGame()][1]); setPlayerInterior(client, getGameConfig().skinChangePosition[getServerGame()][2]); setPlayerDimension(client, client.index+100); } triggerNetworkEvent("ag.skinSelect", client, true); } // =========================================================================== function playerSkinItemSelectComplete(client, skinId) { getPlayerCurrentSubAccount(client).skin = skinId; } // =========================================================================== function updatePlayerCash(client) { triggerNetworkEvent("ag.money", client, getPlayerCurrentSubAccount(client).cash); } // =========================================================================== function sendAllPoliceStationBlips(client) { if(getGameConfig().blipSprites[getServerGame()].policeStation != -1) { let tempBlips = []; for(let i in getServerData().policeStations[getServerGame()]) { tempBlips.push([ getGameConfig().blipSprites[getServerGame()].policeStation, getServerData().policeStations[getServerGame()][i].position.x, getServerData().policeStations[getServerGame()][i].position.y, getServerData().policeStations[getServerGame()][i].position.z, 3, getColourByName("policeBlue"), ]); } triggerNetworkEvent("ag.blips", client, tempBlips); } } // =========================================================================== function sendAllFireStationBlips(client) { if(getGameConfig().blipSprites[getServerGame()].fireStation != -1) { let tempBlips = []; for(let i in getServerData().fireStations[getServerGame()]) { tempBlips.push([ getGameConfig().blipSprites[getServerGame()].fireStation, getServerData().fireStations[getServerGame()][i].position.x, getServerData().fireStations[getServerGame()][i].position.y, getServerData().fireStations[getServerGame()][i].position.z, 3, getColourByName("firefighterRed"), ]); } triggerNetworkEvent("ag.blips", client, tempBlips); } } // =========================================================================== function sendAllHospitalBlips(client) { if(getGameConfig().blipSprites[getServerGame()].hospital != -1) { let tempBlips = []; for(let i in getServerData().hospitals[getServerGame()]) { tempBlips.push([ getGameConfig().blipSprites[getServerGame()].hospital, getServerData().hospitals[getServerGame()][i].position.x, getServerData().hospitals[getServerGame()][i].position.y, getServerData().hospitals[getServerGame()][i].position.z, 3, getColourByName("medicPink"), ]); } triggerNetworkEvent("ag.blips", client, tempBlips); } } // =========================================================================== function sendAllAmmunationBlips(client) { if(getGameConfig().blipSprites[getServerGame()].ammunation != -1) { let tempBlips = []; for(let i in getServerData().ammunations[getServerGame()]) { tempBlips.push([ getGameConfig().blipSprites[getServerGame()].ammunation, getServerData().ammunations[getServerGame()][i].position.x, getServerData().ammunations[getServerGame()][i].position.y, getServerData().ammunations[getServerGame()][i].position.z, 3, 0 ]); } triggerNetworkEvent("ag.blips", client, tempBlips); } } // =========================================================================== function sendAllPayAndSprayBlips(client) { if(getGameConfig().blipSprites[getServerGame()].payAndSpray != -1) { let tempBlips = []; for(let i in getServerData().payAndSprays[getServerGame()]) { tempBlips.push([ getGameConfig().blipSprites[getServerGame()].payAndSpray, getServerData().payAndSprays[getServerGame()][i].position.x, getServerData().payAndSprays[getServerGame()][i].position.y, getServerData().payAndSprays[getServerGame()][i].position.z, 3, 0 ]); } triggerNetworkEvent("ag.blips", client, tempBlips); } } // =========================================================================== function sendAllFuelStationBlips(client) { if(getGameConfig().blipSprites[getServerGame()].fuelStation != -1) { let tempBlips = []; for(let i in getServerData().fuelStations[getServerGame()]) { tempBlips.push([ getGameConfig().blipSprites[getServerGame()].fuelStation, getServerData().fuelStations[getServerGame()][i].position.x, getServerData().fuelStations[getServerGame()][i].position.y, getServerData().fuelStations[getServerGame()][i].position.z, 3, getColourByName("burntOrange"), ]); } triggerNetworkEvent("ag.blips", client, tempBlips); } } // =========================================================================== function sendPlayerSetHealth(client, health) { triggerNetworkEvent("ag.health", client, health); } // =========================================================================== function sendPlayerSetArmour(client, armour) { triggerNetworkEvent("ag.armour", client, armour); } // =========================================================================== function playerFinishedSkinSelection(client, allowedSkinIndex) { if(allowedSkinIndex == -1) { return false; } else { getPlayerCurrentSubAccount(client).skin = allowedSkins[getServerGame()][allowedSkinIndex][0]; if(isPlayerWorking(client)) { messagePlayerAlert(client, "Your new skin has been saved but won't be shown until you stop working."); setPlayerSkin(client, getJobData(getPlayerCurrentSubAccount(client).job).uniforms[getPlayerData(client).jobUniform].skinId); } deleteItem(getPlayerData(client).itemActionItem); switchPlayerActiveHotBarSlot(client, -1); restorePlayerCamera(client); cachePlayerHotBarItems(client); if(isPlayerWorking(client)) { messagePlayerAlert(client, "Your new skin has been saved but won't be shown until you stop working."); setPlayerSkin(client, getJobData(getPlayerCurrentSubAccount(client).job).uniforms[getPlayerData(client).jobUniform].skinId); } else { setPlayerSkin(client, allowedSkins[getServerGame()][allowedSkinIndex][0]); } setPlayerPosition(client, getPlayerData(client).returnToPosition); setPlayerHeading(client, getPlayerData(client).returnToHeading); setPlayerInterior(client, getPlayerData(client).returnToInterior); setPlayerDimension(client, getPlayerData(client).returnToDimension); getPlayerData(client).returnToPosition = null; getPlayerData(client).returnToHeading = null; getPlayerData(client).returnToInterior = null; getPlayerData(client).returnToDimension = null; meActionToNearbyPlayers(client, `changes their skin to ${allowedSkins[getServerGame()][allowedSkinIndex][1]}`); } triggerNetworkEvent("ag.skinSelect", client, false); } // =========================================================================== function sendPlayerChatScrollLines(client, amount) { triggerNetworkEvent("ag.chatScrollLines", client, amount); } // =========================================================================== function playRadioStreamForPlayer(client, streamURL) { triggerNetworkEvent("ag.radioStream", client, streamURL, getPlayerData(client).streamingRadioVolume); } // =========================================================================== function setPlayerStreamingRadioVolume(client, volumeLevel) { getPlayerData(client).streamingRadioVolume = volumeLevel; triggerNetworkEvent("ag.radioVolume", client, volumeLevel); } // =========================================================================== function setVehicleLightsState(vehicle, state) { triggerNetworkEvent("ag.veh.lights", null, vehicle.id, state); } // =========================================================================== function sendPlayerEnterPropertyKey(client, key) { triggerNetworkEvent("ag.enterPropertyKey", client, key); } // ===========================================================================