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client.lua
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if not lib then return end
local Utils = client.utils
local currentWeapon
RegisterNetEvent('ox_inventory:disarm', function(newSlot)
currentWeapon = Utils.Disarm(currentWeapon, newSlot)
end)
RegisterNetEvent('ox_inventory:clearWeapons', function()
Utils.ClearWeapons(currentWeapon)
end)
local StashTarget
exports('setStashTarget', function(id, owner)
StashTarget = id and {id=id, owner=owner}
end)
local invBusy = true
local invOpen = false
local function canOpenInventory()
return PlayerData.loaded
and not invBusy
and not PlayerData.dead
and not GetPedConfigFlag(cache.ped, 120, true)
and (currentWeapon == nil or currentWeapon.timer == 0)
and not IsPauseMenuActive()
and not IsPedFatallyInjured(cache.ped)
and invOpen ~= nil
end
local defaultInventory = {
type = 'newdrop',
slots = shared.playerslots,
weight = 0,
maxWeight = shared.playerweight,
items = {}
}
local currentInventory = defaultInventory
local function closeTrunk()
if currentInventory?.type == 'trunk' then
local coords = GetEntityCoords(cache.ped, true)
Utils.PlayAnimAdvanced(900, 'anim@heists@fleeca_bank@scope_out@return_case', 'trevor_action', coords.x, coords.y, coords.z, 0.0, 0.0, GetEntityHeading(cache.ped), 2.0, 2.0, 1000, 49, 0.25)
CreateThread(function()
local entity = currentInventory.entity
local door = currentInventory.door
Wait(900)
SetVehicleDoorShut(entity, door, false)
end)
end
end
local plyState = LocalPlayer.state
---@param inv string inventory type
---@param data table id and owner
---@return boolean
function client.openInventory(inv, data)
if invOpen then
if not inv and currentInventory.type == 'newdrop' then
return TriggerEvent('ox_inventory:closeInventory')
end
if inv == 'container' and currentInventory.id == PlayerData.inventory[data].metadata.container then
return TriggerEvent('ox_inventory:closeInventory')
end
if currentInventory.type == 'drop' and (not data or currentInventory.id == (type(data) == 'table' and data.id or data)) then
return TriggerEvent('ox_inventory:closeInventory')
end
end
if inv == 'dumpster' and cache.vehicle then
return lib.notify({ type = 'error', description = shared.locale('inventory_right_access') })
end
if canOpenInventory() then
local left, right
if inv == 'shop' and invOpen == false then
left, right = lib.callback.await('ox_inventory:openShop', 200, data)
elseif invOpen ~= nil then
if inv == 'policeevidence' then
local input = lib.inputDialog(shared.locale('police_evidence'), {shared.locale('locker_number')})
if input then
input = tonumber(input[1])
else
return lib.notify({ description = shared.locale('locker_no_value'), type = 'error' })
end
if type(input) ~= 'number' then
return lib.notify({ description = shared.locale('locker_must_number'), type = 'error' })
else
data = input
end
end
left, right = lib.callback.await('ox_inventory:openInventory', false, inv, data)
end
if left then
if inv ~= 'trunk' and not cache.vehicle then
Utils.PlayAnim(1000, 'pickup_object', 'putdown_low', 5.0, 1.5, -1, 48, 0.0, 0, 0, 0)
end
plyState.invOpen = true
SetInterval(client.interval, 100)
SetNuiFocus(true, true)
SetNuiFocusKeepInput(true)
if client.screenblur then TriggerScreenblurFadeIn(0) end
closeTrunk()
currentInventory = right or defaultInventory
left.items = PlayerData.inventory
SendNUIMessage({
action = 'setupInventory',
data = {
leftInventory = left,
rightInventory = currentInventory
}
})
if not currentInventory.coords and not inv == 'container' then
currentInventory.coords = GetEntityCoords(cache.ped)
end
-- Stash exists (useful for custom stashes)
return true
else
-- Stash does not exist
if left == false then return false end
if invOpen == false then lib.notify({ type = 'error', description = shared.locale('inventory_right_access') }) end
if invOpen then TriggerEvent('ox_inventory:closeInventory') end
end
elseif invBusy then lib.notify({ type = 'error', description = shared.locale('inventory_player_access') }) end
end
RegisterNetEvent('ox_inventory:openInventory', client.openInventory)
exports('openInventory', client.openInventory)
local Animations = data 'animations'
---@param data table
---@param cb function
local function useItem(data, cb)
if invOpen and data.close then TriggerEvent('ox_inventory:closeInventory') end
if not invBusy and not PlayerData.dead and not lib.progressActive() and not IsPedRagdoll(cache.ped) and not IsPedFalling(cache.ped) then
if currentWeapon and currentWeapon?.timer > 100 then return end
invBusy = true
local result = lib.callback.await('ox_inventory:useItem', 200, data.name, data.slot, PlayerData.inventory[data.slot].metadata)
if not result then
Wait(500)
invBusy = false
return
end
if result and invBusy then
plyState.invBusy = true
if data.client then data = data.client end
if type(data.anim) == 'string' then
data.anim = Animations.anim[data.anim]
end
if data.propTwo then
data.prop = { data.prop, data.propTwo }
end
if data.prop then
if data.prop[1] then
for i = 1, #data.prop do
if type(data.prop) == 'string' then
data.prop = Animations.prop[data.prop[i]]
end
end
elseif type(data.prop) == 'string' then
data.prop = Animations.prop[data.prop]
end
end
local success = (not data.usetime or lib.progressBar({
duration = data.usetime,
label = data.label or shared.locale('using', result.label),
useWhileDead = data.useWhileDead,
canCancel = data.cancel,
disable = data.disable,
anim = data.anim or data.scenario,
prop = data.prop
})) and not PlayerData.dead
if success then
if result.consume and result.consume ~= 0 and not result.component then
TriggerServerEvent('ox_inventory:removeItem', result.name, result.consume, result.metadata, result.slot, true)
end
if data.status then
for k, v in pairs(data.status) do
if v > 0 then TriggerEvent('esx_status:add', k, v) else TriggerEvent('esx_status:remove', k, -v) end
end
end
if data.notification then
lib.notify({ description = data.notification })
end
if cb then cb(result) end
Wait(200)
plyState.invBusy = false
return
end
end
end
if cb then cb(false) end
Wait(200)
plyState.invBusy = false
end
AddEventHandler('ox_inventory:item', useItem)
exports('useItem', useItem)
local Items = client.items
---@param slot number
---@return boolean
local function useSlot(slot)
if PlayerData.loaded and not PlayerData.dead and not invBusy and not lib.progressActive() then
local item = PlayerData.inventory[slot]
if not item then return end
local data = item and Items[item.name]
if not data or not data.usable then return end
if data.component and not currentWeapon then
return lib.notify({ type = 'error', description = shared.locale('weapon_hand_required') })
end
data.slot = slot
if item.metadata.container then
return client.openInventory('container', item.slot)
elseif data.client then
if invOpen and data.close then TriggerEvent('ox_inventory:closeInventory') end
if data.export then
return data.export(data, {name = item.name, slot = item.slot, metadata = item.metadata})
elseif data.client.event then -- deprecated, to be removed
return error(('unable to trigger event for %s, data.client.event has been removed. utilise exports instead.'):format(item.name))
end
end
if data.effect then
data:effect({name = item.name, slot = item.slot, metadata = item.metadata})
elseif data.weapon then
if client.weaponWheel then return end
useItem(data, function(result)
if result then
if currentWeapon?.slot == result.slot then
currentWeapon = Utils.Disarm(currentWeapon)
return
end
local playerPed = cache.ped
ClearPedSecondaryTask(playerPed)
if data.throwable then item.throwable = true end
if currentWeapon then currentWeapon = Utils.Disarm(currentWeapon) end
local sleep = (client.hasGroup(shared.police) and (GetWeapontypeGroup(data.hash) == 416676503 or GetWeapontypeGroup(data.hash) == 690389602)) and 400 or 1200
local coords = GetEntityCoords(playerPed, true)
if item.hash == `WEAPON_SWITCHBLADE` then
Utils.PlayAnimAdvanced(sleep*2, 'anim@melee@switchblade@holster', 'unholster', coords.x, coords.y, coords.z, 0, 0, GetEntityHeading(playerPed), 8.0, 3.0, -1, 48, 0.1)
Wait(100)
else
Utils.PlayAnimAdvanced(sleep*2, sleep == 400 and 'reaction@intimidation@cop@unarmed' or 'reaction@intimidation@1h', 'intro', coords.x, coords.y, coords.z, 0, 0, GetEntityHeading(playerPed), 8.0, 3.0, -1, 50, 0.1)
Wait(sleep)
end
SetPedAmmo(playerPed, data.hash, 0)
GiveWeaponToPed(playerPed, data.hash, 0, false, true)
if item.metadata.tint then SetPedWeaponTintIndex(playerPed, data.hash, item.metadata.tint) end
if item.metadata.components then
for i = 1, #item.metadata.components do
local components = Items[item.metadata.components[i]].client.component
for v=1, #components do
local component = components[v]
if DoesWeaponTakeWeaponComponent(data.hash, component) then
if not HasPedGotWeaponComponent(playerPed, data.hash, component) then
GiveWeaponComponentToPed(playerPed, data.hash, component)
end
end
end
end
end
item.hash = data.hash
item.ammo = data.ammoname
item.melee = (not item.throwable and not data.ammoname) and 0
item.timer = 0
SetCurrentPedWeapon(playerPed, data.hash, true)
SetPedCurrentWeaponVisible(playerPed, true, false, false, false)
AddAmmoToPed(playerPed, data.hash, item.metadata.ammo or 100)
Wait(0)
RefillAmmoInstantly(playerPed)
if data.hash == `WEAPON_PETROLCAN` or data.hash == `WEAPON_HAZARDCAN` or data.hash == `WEAPON_FIREEXTINGUISHER` then
item.metadata.ammo = item.metadata.durability
SetPedInfiniteAmmo(playerPed, true, data.hash)
end
currentWeapon = item
TriggerEvent('ox_inventory:currentWeapon', item)
Utils.ItemNotify({item.label, item.name, shared.locale('equipped')})
Wait(sleep)
ClearPedSecondaryTask(playerPed)
end
end)
elseif currentWeapon then
local playerPed = cache.ped
if data.ammo then
if client.weaponWheel or currentWeapon.metadata.durability <= 0 then return end
local maxAmmo = GetMaxAmmoInClip(playerPed, currentWeapon.hash, true)
local currentAmmo = GetAmmoInPedWeapon(playerPed, currentWeapon.hash)
if currentAmmo ~= maxAmmo and currentAmmo < maxAmmo then
useItem(data, function(data)
if data then
if data.name == currentWeapon.ammo then
local missingAmmo = 0
local newAmmo = 0
missingAmmo = maxAmmo - currentAmmo
if missingAmmo > data.count then newAmmo = currentAmmo + data.count else newAmmo = maxAmmo end
if newAmmo < 0 then newAmmo = 0 end
SetPedAmmo(playerPed, currentWeapon.hash, newAmmo)
MakePedReload(playerPed)
currentWeapon.metadata.ammo = newAmmo
TriggerServerEvent('ox_inventory:updateWeapon', 'load', currentWeapon.metadata.ammo)
end
end
end)
end
elseif data.component then
local components = data.client.component
local componentType = data.type
local weaponComponents = PlayerData.inventory[currentWeapon.slot].metadata.components
-- Checks if the weapon already has the same component type attached
for componentIndex = 1, #weaponComponents do
if componentType == Items[weaponComponents[componentIndex]].type then
-- todo: Update locale?
return lib.notify({ type = 'error', description = shared.locale('component_has', data.label) })
end
end
for i = 1, #components do
local component = components[i]
if DoesWeaponTakeWeaponComponent(currentWeapon.hash, component) then
if HasPedGotWeaponComponent(playerPed, currentWeapon.hash, component) then
lib.notify({ type = 'error', description = shared.locale('component_has', data.label) })
else
useItem(data, function(data)
if data then
GiveWeaponComponentToPed(playerPed, currentWeapon.hash, component)
table.insert(PlayerData.inventory[currentWeapon.slot].metadata.components, data.name)
TriggerServerEvent('ox_inventory:updateWeapon', 'component', tostring(data.slot), currentWeapon.slot)
end
end)
end
return
end
end
lib.notify({ type = 'error', description = shared.locale('component_invalid', data.label) })
elseif data.allowArmed then
useItem(data)
end
elseif not data.ammo and not data.component then
useItem(data)
end
end
end
exports('useSlot', useSlot)
---@param id number
---@param slot number
local function useButton(id, slot)
if PlayerData.loaded and not invBusy and not lib.progressActive() then
local item = PlayerData.inventory[slot]
if not item then return end
local data = item and Items[item.name]
if data.buttons and data.buttons[id]?.action then
data.buttons[id].action(slot)
end
end
end
---@param ped number
---@return boolean
local function canOpenTarget(ped)
return IsPedFatallyInjured(ped)
or IsEntityPlayingAnim(ped, 'dead', 'dead_a', 3)
or GetPedConfigFlag(ped, 120, true)
or IsEntityPlayingAnim(ped, 'mp_arresting', 'idle', 3)
or IsEntityPlayingAnim(ped, 'missminuteman_1ig_2', 'handsup_base', 3)
or IsEntityPlayingAnim(ped, 'missminuteman_1ig_2', 'handsup_enter', 3)
or IsEntityPlayingAnim(ped, 'random@mugging3', 'handsup_standing_base', 3)
end
local function openNearbyInventory()
if canOpenInventory() then
local targetId, targetPed = Utils.GetClosestPlayer()
if targetId and (client.hasGroup(shared.police) or canOpenTarget(targetPed)) then
Utils.PlayAnim(2000, 'mp_common', 'givetake1_a', 1.0, 1.0, -1, 50, 0.0, 0, 0, 0)
client.openInventory('player', GetPlayerServerId(targetId))
end
end
end
exports('openNearbyInventory', openNearbyInventory)
local currentInstance
local drops, playerCoords
local table = lib.table
local Shops = client.shops
local Inventory = client.inventory
function OnPlayerData(key, val)
if key == 'groups' then
Inventory.Stashes()
Inventory.Evidence()
Shops()
elseif key == 'dead' and val then
currentWeapon = Utils.Disarm(currentWeapon)
TriggerEvent('ox_inventory:closeInventory')
end
Utils.WeaponWheel()
end
local function registerCommands()
RegisterCommand('inv', function()
local closest = lib.points.closest()
if closest and closest.currentDistance < 1.2 then
if closest.inv ~= 'license' and closest.inv ~= 'policeevidence' then
return client.openInventory(closest.inv or 'drop', { id = closest.invId, type = closest.type })
end
end
client.openInventory()
end)
RegisterKeyMapping('inv', shared.locale('open_player_inventory'), 'keyboard', client.keys[1])
TriggerEvent('chat:removeSuggestion', '/inv')
local Vehicles = data 'vehicles'
RegisterCommand('inv2', function()
if not invOpen then
if invBusy then return lib.notify({ type = 'error', description = shared.locale('inventory_player_access') })
else
if not canOpenInventory() then
return lib.notify({ type = 'error', description = shared.locale('inventory_player_access') })
end
if StashTarget then
client.openInventory('stash', StashTarget)
elseif cache.vehicle then
local vehicle = cache.vehicle
if NetworkGetEntityIsNetworked(vehicle) then
local vehicleHash = GetEntityModel(vehicle)
local vehicleClass = GetVehicleClass(vehicle)
local checkVehicle = Vehicles.Storage[vehicleHash]
-- No storage or no glovebox
if (checkVehicle == 0 or checkVehicle == 2) or (not Vehicles.glovebox[vehicleClass] and not Vehicles.glovebox.models[vehicleHash]) then return end
local plate = client.trimplate and string.strtrim(GetVehicleNumberPlateText(vehicle)) or GetVehicleNumberPlateText(vehicle)
client.openInventory('glovebox', {id = 'glove'..plate, class = vehicleClass, model = vehicleHash })
while true do
Wait(100)
if not invOpen then break
elseif not cache.vehicle then
TriggerEvent('ox_inventory:closeInventory')
break
end
end
end
else
local entity, type = Utils.Raycast()
if not entity then return end
local vehicle, position
if not shared.qtarget then
if type == 2 then vehicle, position = entity, GetEntityCoords(entity)
elseif type == 3 and table.contains(Inventory.Dumpsters, GetEntityModel(entity)) then
local netId = NetworkGetEntityIsNetworked(entity) and NetworkGetNetworkIdFromEntity(entity)
if not netId then
NetworkRegisterEntityAsNetworked(entity)
netId = NetworkGetNetworkIdFromEntity(entity)
NetworkUseHighPrecisionBlending(netId, false)
SetNetworkIdExistsOnAllMachines(netId, true)
SetNetworkIdCanMigrate(netId, true)
end
return client.openInventory('dumpster', 'dumpster'..netId)
end
elseif type == 2 then
vehicle, position = entity, GetEntityCoords(entity)
else return end
if not vehicle then return end
local lastVehicle
local vehicleHash = GetEntityModel(vehicle)
local vehicleClass = GetVehicleClass(vehicle)
local checkVehicle = Vehicles.Storage[vehicleHash]
-- No storage or no glovebox
if (checkVehicle == 0 or checkVehicle == 1) or (not Vehicles.trunk[vehicleClass] and not Vehicles.trunk.models[vehicleHash]) then return end
if #(playerCoords - position) < 6 and NetworkGetEntityIsNetworked(vehicle) then
local locked = GetVehicleDoorLockStatus(vehicle)
if locked == 0 or locked == 1 then
local open, vehBone
if checkVehicle == nil then -- No data, normal trunk
open, vehBone = 5, GetEntityBoneIndexByName(vehicle, 'boot')
elseif checkVehicle == 3 then -- Trunk in hood
open, vehBone = 4, GetEntityBoneIndexByName(vehicle, 'bonnet')
else -- No storage or no trunk
return
end
if vehBone == -1 then vehBone = GetEntityBoneIndexByName(vehicle, Vehicles.trunk.boneIndex[vehicleHash] or 'platelight') end
position = GetWorldPositionOfEntityBone(vehicle, vehBone)
local distance = #(playerCoords - position)
local closeToVehicle = distance < 2 and (open == 5 and (checkVehicle == nil and true or 2) or open == 4)
if closeToVehicle then
local plate = client.trimplate and string.strtrim(GetVehicleNumberPlateText(vehicle)) or GetVehicleNumberPlateText(vehicle)
TaskTurnPedToFaceCoord(cache.ped, position.x, position.y, position.z)
lastVehicle = vehicle
client.openInventory('trunk', {id='trunk'..plate, class = vehicleClass, model = vehicleHash})
local timeout = 20
repeat Wait(50)
timeout -= 1
until (currentInventory and currentInventory.type == 'trunk') or timeout == 0
if timeout == 0 then
closeToVehicle, lastVehicle = false, nil
return
end
SetVehicleDoorOpen(vehicle, open, false, false)
Wait(200)
Utils.PlayAnim(0, 'anim@heists@prison_heiststation@cop_reactions', 'cop_b_idle', 3.0, 3.0, -1, 49, 0.0, 0, 0, 0)
currentInventory.entity = lastVehicle
currentInventory.door = open
while true do
Wait(50)
if closeToVehicle and invOpen then
position = GetWorldPositionOfEntityBone(vehicle, vehBone)
if #(GetEntityCoords(cache.ped) - position) >= 2 or not DoesEntityExist(vehicle) then
break
else TaskTurnPedToFaceCoord(cache.ped, position.x, position.y, position.z) end
else break end
end
if lastVehicle then TriggerEvent('ox_inventory:closeInventory') end
end
else lib.notify({ type = 'error', description = shared.locale('vehicle_locked') }) end
end
end
end
else return TriggerEvent('ox_inventory:closeInventory')
end
end)
RegisterKeyMapping('inv2', shared.locale('open_secondary_inventory'), 'keyboard', client.keys[2])
TriggerEvent('chat:removeSuggestion', '/inv2')
RegisterCommand('reload', function()
if currentWeapon?.ammo then
if currentWeapon.metadata.durability > 0 then
local ammo = Inventory.Search(1, currentWeapon.ammo)
if ammo[1] then useSlot(ammo[1].slot) end
else
lib.notify({ type = 'error', description = shared.locale('no_durability', currentWeapon.label) })
end
end
end)
RegisterKeyMapping('reload', shared.locale('reload_weapon'), 'keyboard', 'r')
TriggerEvent('chat:removeSuggestion', '/reload')
RegisterCommand('hotbar', function()
if not client.weaponWheel and not IsPauseMenuActive() then
SendNUIMessage({ action = 'toggleHotbar' })
end
end)
RegisterKeyMapping('hotbar', shared.locale('disable_hotbar'), 'keyboard', client.keys[3])
TriggerEvent('chat:removeSuggestion', '/hotbar')
RegisterCommand('steal', function()
openNearbyInventory()
end)
for i = 1, 5 do
local hotkey = ('hotkey%s'):format(i)
RegisterCommand(hotkey, function() if not invOpen then useSlot(i) end end)
RegisterKeyMapping(hotkey, shared.locale('use_hotbar', i), 'keyboard', i)
TriggerEvent('chat:removeSuggestion', '/'..hotkey)
end
end
RegisterNetEvent('ox_inventory:closeInventory', function(server)
if invOpen then
invOpen = nil
SetNuiFocus(false, false)
SetNuiFocusKeepInput(false)
TriggerScreenblurFadeOut(0)
closeTrunk()
SendNUIMessage({ action = 'closeInventory' })
SetInterval(client.interval, 200)
Wait(200)
if not server and currentInventory then
TriggerServerEvent('ox_inventory:closeInventory')
end
currentInventory = false
plyState.invOpen = false
defaultInventory.coords = nil
end
end)
local function updateInventory(items, weight)
-- todo: combine iterators
local changes = {}
local itemCount = {}
-- swapslots
if type(weight) == 'number' then
for slot, v in pairs(items) do
local item = PlayerData.inventory[slot]
if item then
itemCount[item.name] = (itemCount[item.name] or 0) - item.count
end
if v then
itemCount[v.name] = (itemCount[v.name] or 0) + v.count
end
PlayerData.inventory[slot] = v and v or nil
changes[slot] = v
end
client.setPlayerData('weight', weight)
else
for i = 1, #items do
local v = items[i].item
local item = PlayerData.inventory[v.slot]
if item?.name then
itemCount[item.name] = (itemCount[item.name] or 0) - item.count
end
if v.count then
itemCount[v.name] = (itemCount[v.name] or 0) + v.count
end
changes[v.slot] = v.count and v or false
if not v.count then v.name = nil end
PlayerData.inventory[v.slot] = v.name and v or nil
end
client.setPlayerData('weight', weight.left)
SendNUIMessage({ action = 'refreshSlots', data = items })
end
for item, count in pairs(itemCount) do
local data = Items[item]
if count < 0 then
data.count += count
if shared.framework == 'esx' then
TriggerEvent('esx:removeInventoryItem', data.name, data.count)
else
TriggerEvent('ox_inventory:itemCount', data.name, data.count)
end
if data.client?.remove then
data.client.remove(data.count)
end
elseif count > 0 then
data.count += count
if shared.framework == 'esx' then
TriggerEvent('esx:addInventoryItem', data.name, data.count)
else
TriggerEvent('ox_inventory:itemCount', data.name, data.count)
end
if data.client?.add then
data.client.add(data.count)
end
end
end
client.setPlayerData('inventory', PlayerData.inventory)
TriggerEvent('ox_inventory:updateInventory', changes)
end
RegisterNetEvent('ox_inventory:updateSlots', function(items, weights, count, removed)
if count then
local item = items[1].item
Utils.ItemNotify({item.label, item.name, shared.locale(removed and 'removed' or 'added', count)})
end
updateInventory(items, weights)
end)
RegisterNetEvent('ox_inventory:inventoryReturned', function(data)
lib.notify({ description = shared.locale('items_returned') })
if currentWeapon then currentWeapon = Utils.Disarm(currentWeapon) end
TriggerEvent('ox_inventory:closeInventory')
PlayerData.inventory = data[1]
client.setPlayerData('inventory', data[1])
client.setPlayerData('weight', data[3])
end)
RegisterNetEvent('ox_inventory:inventoryConfiscated', function(message)
if message then lib.notify({ description = shared.locale('items_confiscated') }) end
if currentWeapon then currentWeapon = Utils.Disarm(currentWeapon) end
TriggerEvent('ox_inventory:closeInventory')
table.wipe(PlayerData.inventory)
client.setPlayerData('weight', 0)
end)
local function nearbyDrop(self)
if not self.instance or self.instance == currentInstance then
DrawMarker(2, self.coords.x, self.coords.y, self.coords.z, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.3, 0.2, 0.15, 150, 30, 30, 222, false, false, false, true, false, false, false)
end
end
RegisterNetEvent('ox_inventory:createDrop', function(drop, data, owner, slot)
if drops then
drops[drop] = lib.points.new({
coords = data.coords,
distance = 16,
invId = drop,
instance = data.instance,
nearby = nearbyDrop
})
end
if owner == PlayerData.source and invOpen and #(GetEntityCoords(cache.ped) - data.coords) <= 1 then
if currentWeapon?.slot == slot then currentWeapon = Utils.Disarm(currentWeapon) end
if not cache.vehicle then
client.openInventory('drop', drop)
else
SendNUIMessage({
action = 'setupInventory',
data = { rightInventory = currentInventory }
})
end
end
end)
RegisterNetEvent('ox_inventory:removeDrop', function(id)
if drops then
drops[id]:remove()
drops[id] = nil
end
end)
local uiLoaded = false
local function setStateBagHandler(id)
AddStateBagChangeHandler(nil, 'player:'..id, function(bagName, key, value, _, _)
if key == 'invOpen' then
invOpen = value
elseif key == 'invBusy' then
invBusy = value
if value then
lib.disableControls:Add(23, 25, 36, 263)
else
lib.disableControls:Remove(23, 25, 36, 263)
end
elseif key == 'instance' then
currentInstance = value
elseif key == 'dead' then
PlayerData.dead = value
Utils.WeaponWheel()
elseif shared.police[key] then
PlayerData.groups[key] = value
OnPlayerData('groups', { [key] = value })
end
end)
setStateBagHandler = nil
end
lib.onCache('ped', function()
Utils.WeaponWheel()
end)
lib.onCache('seat', function(seat)
SetTimeout(0, function()
if seat then
if DoesVehicleHaveWeapons(cache.vehicle) then
Utils.WeaponWheel(true)
-- todo: all weaponised vehicle data
if cache.seat == -1 then
if GetEntityModel(cache.vehicle) == `firetruk` then
SetCurrentPedVehicleWeapon(cache.ped, 1422046295)
end
end
return
end
end
Utils.WeaponWheel(false)
end)
end)
RegisterNetEvent('ox_inventory:setPlayerInventory', function(currentDrops, inventory, weight, esxItem, player, source)
PlayerData = player
PlayerData.id = cache.playerId
PlayerData.source = source
setmetatable(PlayerData, {
__index = function(self, key)
if key == 'ped' then
return PlayerPedId()
end
end
})
if setStateBagHandler then setStateBagHandler(source) end
for _, data in pairs(inventory) do
Items[data.name].count += data.count
end
if Items['phone']?.count < 1 and GetResourceState('npwd') == 'started' then
exports.npwd:setPhoneDisabled(true)
end
client.setPlayerData('inventory', inventory)
client.setPlayerData('weight', weight)
currentWeapon = nil
Utils.ClearWeapons()
local ItemData = table.create(0, #Items)
for _, v in pairs(Items) do
v.usable = (v.client and next(v.client) or v.effect or v.consume == 0 or esxItem[v.name] or v.weapon or v.component or v.ammo or v.tint) and true
local buttons = {}
if v.buttons then
for id, button in pairs(v.buttons) do
buttons[id] = button.label
end
end
ItemData[v.name] = {
label = v.label,
usable = v.usable,
stack = v.stack,
close = v.close,
description = v.description,
buttons = buttons
}
end
local locales = {}
for k, v in pairs(shared.locale()) do
if k:find('ui_') or k == '$' then
locales[k] = v
end
end
drops = currentDrops
for k, v in pairs(currentDrops) do
drops[k] = lib.points.new({
coords = v.coords,
distance = 16,
invId = k,
instance = v.instance,
nearby = nearbyDrop
})
end
while not uiLoaded do Wait(50) end
SendNUIMessage({
action = 'init',
data = {
locale = locales,
items = ItemData,
leftInventory = {
id = cache.playerId,
slots = shared.playerslots,
items = PlayerData.inventory,
maxWeight = shared.playerweight,
}
}
})
PlayerData.loaded = true
Shops()
Inventory.Stashes()
Inventory.Evidence()
registerCommands()
plyState:set('invBusy', false, false)
plyState:set('invOpen', false, false)
TriggerEvent('ox_inventory:updateInventory', PlayerData.inventory)
lib.notify({ description = shared.locale('inventory_setup') })
Utils.WeaponWheel(false)
local function nearbyLicense(self)
DrawMarker(2, self.coords.x, self.coords.y, self.coords.z, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.3, 0.2, 0.15, 30, 150, 30, 222, false, false, false, true, false, false, false)
if self.currentDistance < 1.2 and lib.points.closest().id == self.id and IsControlJustReleased(0, 38) then
lib.callback('ox_inventory:buyLicense', 1000, function(success, message)
if success then
lib.notify ({ description = shared.locale(message) })
elseif success == false then
lib.notify ({ type = 'error', description = shared.locale(message) })
end
end, self.invId)
end
end
for id, data in pairs(data('licenses')) do
lib.points.new({
coords = data.coords,
distance = 16,
inv = 'license',
type = data.name,
invId = id,
nearby = nearbyLicense
})
end
client.interval = SetInterval(function()
local playerPed = cache.ped
if invOpen == false then
playerCoords = GetEntityCoords(playerPed)
if currentWeapon and IsPedUsingActionMode(cache.ped) then
SetPedUsingActionMode(cache.ped, false, -1, 'DEFAULT_ACTION')
end
elseif invOpen == true then
if not canOpenInventory() then
TriggerEvent('ox_inventory:closeInventory')
else
playerCoords = GetEntityCoords(playerPed)
if currentInventory then
if currentInventory.type == 'otherplayer' then
local id = GetPlayerFromServerId(currentInventory.id)
local ped = GetPlayerPed(id)
local pedCoords = GetEntityCoords(ped)
if not id or #(playerCoords - pedCoords) > 1.8 or not (client.hasGroup(shared.police) or canOpenTarget(ped)) then
TriggerEvent('ox_inventory:closeInventory')
lib.notify({ type = 'error', description = shared.locale('inventory_lost_access') })
else
TaskTurnPedToFaceCoord(playerPed, pedCoords.x, pedCoords.y, pedCoords.z, 50)
end
elseif currentInventory.coords and (#(playerCoords - currentInventory.coords) > (currentInventory.distance or 2.0) or canOpenTarget(playerPed)) then
TriggerEvent('ox_inventory:closeInventory')
lib.notify({ type = 'error', description = shared.locale('inventory_lost_access') })
end
end
end
end
if currentWeapon and GetSelectedPedWeapon(playerPed) ~= currentWeapon.hash then currentWeapon = Utils.Disarm(currentWeapon) end
if client.parachute and GetPedParachuteState(playerPed) ~= -1 then
Utils.DeleteObject(client.parachute)
client.parachute = false
end
end, 200)