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client.lua
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client.lua
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local hasFocus, locations, fading, current = false, false, {};
local QBCore = exports['qb-core']:GetCoreObject()
function BuildSelector(data)
locations, playerData, hasFocus = BuildLocations(data), data, true;
BuildCamera(1);
SetNuiFocus(true, true);
SendNUIMessage({
event = "show",
})
end
RegisterNetEvent("inf:selector:show", function(data)
if data then
BuildSelector(data);
else
TriggerServerEvent("inf:selector:show")
end
end)
PlayerJob = {}
RegisterNetEvent('QBCore:Client:OnPlayerLoaded')
AddEventHandler('QBCore:Client:OnPlayerLoaded', function()
PlayerJob = QBCore.Functions.GetPlayerData().job
end)
RegisterNetEvent('QBCore:Client:OnJobUpdate')
AddEventHandler('QBCore:Client:OnJobUpdate', function(JobInfo)
PlayerJob = JobInfo
end)
function BuildCamera(index)
current = index and locations[index];
if current then
current.index, fading, ped = index, true, PlayerPedId()
DoScreenFadeOut(0);
RequestCollisionAtCoord(current.spawn.x, current.spawn.y, current.spawn.z);
RequestCollisionAtCoord(current.coords.x, current.coords.y, current.coords.z);
SetEntityVisible(ped, false)
SetEntityCoords(ped, current.spawn.x, current.spawn.y, current.spawn.z);
SetEntityHeading(ped, current.spawn.w);
FreezeEntityPosition(ped, true);
SetEntityCollision(ped, false, false);
if current.camera then
SetCamActive(current.camera, false)
end
current.camera = CreateCameraWithParams("DEFAULT_SCRIPTED_CAMERA", current.coords.x, current.coords.y, current.coords.z, current.rot.x, current.rot.y, current.rot.z, 60.00, false, 0);
SetCamActive(current.camera, true);
RenderScriptCams(true, false, 1, true, true);
SendNUIMessage({
event = "update",
name = current.name,
label = current.label
})
local timeout = 500;
while not HasCollisionLoadedAroundEntity(ped) and timeout ~= 0 do
timeout = timeout - 1
Wait(10)
end
Wait(500)
DoScreenFadeIn(1000);
fading = false;
end
end
function Spawn()
SetGameplayCamRelativeRotation(0.0, 0.0, 0.0);
local ped, coord = PlayerPedId(), GetGameplayCamCoord();
SetCamActive(current.camera, false)
if current.name == "prison" and playerData.jail then
TriggerEvent("prison:client:Enter", playerData.jail);
RenderScriptCams(false, false, 0, true, true);
else
RenderScriptCams(false, true, 1000, true, true);
Wait(200)
end
SetEntityVisible(ped, true);
FreezeEntityPosition(ped, false);
SetEntityCollision(ped, true, true);
SendNUIMessage({ event = "hide" });
SetNuiFocus(false, false);
Wait(800);
DestroyCam(current.camera, true);
locations, playerData, hasFocus, current = nil;
TriggerEvent('QBCore:Client:OnPlayerLoaded')
end
function spawnplayer()
local PlayerData = QBCore.Functions.GetPlayerData()
local ped = PlayerPedId()
SetCamActive(current.camera, false)
if current.name == "prison" and playerData.jail then
TriggerEvent("prison:client:Enter", playerData.jail);
RenderScriptCams(false, false, 0, true, true);
else
DoScreenFadeOut(250)
Citizen.Wait(500)
RenderScriptCams(false, true, 2000, true, true);
SetEntityVisible(ped, true)
SetEntityCollision(ped, true, true)
SendNUIMessage({ event = "hide" })
SetNuiFocus(false, false)
DestroyCam(current.camera, true)
Citizen.Wait(5000)
DoScreenFadeIn(1000)
TriggerScreenblurFadeIn(1000)
SetEntityCoords(PlayerPedId(), PlayerData.position.x, PlayerData.position.y, PlayerData.position.z - 0.9, 0, 0, 0, false)
SetCamParams(Cam, PlayerData.position.x, PlayerData.position.y, PlayerData.position.z + 300, -85.0, 0.00, 0.00, 100.0, 7200, 0, 0, 2)
SetCamParams(Cam, PlayerData.position.x, PlayerData.position.y, PlayerData.position.z + 10, -40.0, 0.00, 0.00, 100.0, 5000, 0, 0, 2)
FreezeEntityPosition(ped, false)
TriggerEvent('QBCore:Client:OnPlayerLoaded')
Wait(700)
TriggerScreenblurFadeOut(1000.0)
print('Project infinity')
end
end
RegisterNUICallback("spawn", Spawn);
RegisterNUICallback("lastloc", spawnplayer);
function BuildLocations(data)
local results = {};
if data then
if data.position and not data.jail then
local coords, rot = BuildCameraProperties(vector3(data.position.x, data.position.y, data.position.z));
results[1] = { name = "last", label = "Last Location", coords = coords, rot = rot, spawn = vector4(data.position.x, data.position.y, data.position.z, 100) };
end
for i=1, #Settings.Locations do
local location = Settings.Locations[i];
if (location.name == "prison" and data.jail) or (not location.job or location.job == PlayerJob.name) and not data.jail then
results[#results+1] = location;
end
end
end
return results;
end
function BuildCameraProperties(vector)
return vector-vector3(-26.334, -4.58, -17.80), vector3(-32.76, 4.26, 100.72)
end
RegisterNUICallback("forward", function(data)
if not fading then
BuildCamera(locations[current.index+1] ~= nil and current.index+1 or 1);
end
end)
RegisterNUICallback("backward", function(data)
if not fading then
BuildCamera(current.index-1 > 0 and current.index-1 or #locations);
end
end)
RegisterNetEvent("qb-spawnselector:set")
AddEventHandler("qb-spawnselector:set" , function()
BuildSelector('');
end)