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