Scripts/resources/[standalone]/dpemotes/server/Server.lua

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Lua
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2024-12-29 20:02:20 +00:00
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-- Shared Emotes Syncing ---------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------
RegisterNetEvent("ServerEmoteRequest", function(target, emotename, etype)
local ped = GetPlayerPed(source)
if target == -1 then
return
end
local tped = GetPlayerPed(target)
local pedcoord = GetEntityCoords(ped)
local targetcoord = GetEntityCoords(tped)
local distance = #(pedcoord - targetcoord)
if distance > 3 then
return
end
TriggerClientEvent("ClientEmoteRequestReceive", target, emotename, etype)
end)
RegisterNetEvent("ServerValidEmote", function(target, requestedemote, otheremote)
local ped = GetPlayerPed(source)
if target == -1 then
return
end
local tped = GetPlayerPed(target)
local pedcoord = GetEntityCoords(ped)
local targetcoord = GetEntityCoords(tped)
local distance = #(pedcoord - targetcoord)
if distance > 3 then
return
end
TriggerClientEvent("SyncPlayEmote", source, otheremote, target)
TriggerClientEvent("SyncPlayEmoteSource", target, requestedemote, source)
end)
RegisterNetEvent("ServerEmoteCancel", function(target)
TriggerClientEvent("SyncCancelEmote", target, source)
end)
--#region ptfx
RegisterNetEvent("dpemotes:ptfx:sync", function(asset, name, offset, rot, bone, scale, color)
if type(asset) ~= "string" or type(name) ~= "string" or type(offset) ~= "vector3" or type(rot) ~= "vector3" then
print("[dpemotes] ptfx:sync: invalid arguments for source:", source)
return
end
local srcPlayerState = Player(source).state
srcPlayerState:set('ptfxAsset', asset, true)
srcPlayerState:set('ptfxName', name, true)
srcPlayerState:set('ptfxOffset', offset, true)
srcPlayerState:set('ptfxRot', rot, true)
srcPlayerState:set('ptfxBone', bone, true)
srcPlayerState:set('ptfxScale', scale, true)
srcPlayerState:set('ptfxColor', color, true)
srcPlayerState:set('ptfxPropNet', false, true)
srcPlayerState:set('ptfx', false, true)
end)
RegisterNetEvent("dpemotes:ptfx:syncProp", function(propNet)
local srcPlayerState = Player(source).state
if propNet then
-- Prevent infinite loop to get entity
local waitForEntityToExistCount = 0
while waitForEntityToExistCount <= 100 and not DoesEntityExist(NetworkGetEntityFromNetworkId(propNet)) do
Wait(10)
waitForEntityToExistCount = waitForEntityToExistCount + 1
end
-- If below 100 then we could find the loaded entity
if waitForEntityToExistCount < 100 then
srcPlayerState:set('ptfxPropNet', propNet, true)
return
end
end
-- If we reach this point then we couldn't find the entity
srcPlayerState:set('ptfxPropNet', false, true)
end)
--#endregion ptfx
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-- Keybinding --------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------
local function addKeybindEventHandlers()
RegisterNetEvent("rp:ServerKeybindExist", function()
local src = source
local srcid = GetPlayerIdentifier(src)
MySQL.query('SELECT * FROM dpkeybinds WHERE `id`=@id;', { id = srcid }, function(dpkeybinds)
if dpkeybinds[1] then
TriggerClientEvent("rp:ClientKeybindExist", src, true)
else
TriggerClientEvent("rp:ClientKeybindExist", src, false)
end
end)
end)
-- This is my first time doing SQL stuff, and after i finished everything i realized i didnt have to store the keybinds in the database at all.
-- But remaking it now is a little pointless since it does it job just fine!
RegisterNetEvent("rp:ServerKeybindCreate", function()
local src = source
local srcid = GetPlayerIdentifier(src)
MySQL.insert('INSERT INTO dpkeybinds (`id`, `keybind1`, `emote1`, `keybind2`, `emote2`, `keybind3`, `emote3`, `keybind4`, `emote4`, `keybind5`, `emote5`, `keybind6`, `emote6`) VALUES (@id, @keybind1, @emote1, @keybind2, @emote2, @keybind3, @emote3, @keybind4, @emote4, @keybind5, @emote5, @keybind6, @emote6);'
,
{ id = srcid, keybind1 = "num4", emote1 = "", keybind2 = "num5", emote2 = "", keybind3 = "num6", emote3 = "",
keybind4 = "num7", emote4 = "", keybind5 = "num8", emote5 = "", keybind6 = "num9", emote6 = "" },
function(created) print("[rp] ^2" .. GetPlayerName(src) .. "^7 got created!")
TriggerClientEvent("rp:ClientKeybindGet"
, src, "num4", "", "num5", "", "num6", "", "num7", "", "num8", "", "num8", "")
end)
end)
RegisterNetEvent("rp:ServerKeybindGrab", function()
local src = source
local srcid = GetPlayerIdentifier(src)
MySQL.query('SELECT keybind1, emote1, keybind2, emote2, keybind3, emote3, keybind4, emote4, keybind5, emote5, keybind6, emote6 FROM `dpkeybinds` WHERE `id` = @id'
,
{ ['@id'] = srcid }, function(kb)
if kb[1].keybind1 ~= nil then
TriggerClientEvent("rp:ClientKeybindGet", src, kb[1].keybind1, kb[1].emote1, kb[1].keybind2, kb[1].emote2
, kb[1].keybind3, kb[1].emote3, kb[1].keybind4, kb[1].emote4, kb[1].keybind5, kb[1].emote5,
kb[1].keybind6, kb[1].emote6)
else
TriggerClientEvent("rp:ClientKeybindGet", src, "num4", "", "num5", "", "num6", "", "num7", "", "num8", ""
, "num8", "")
end
end)
end)
RegisterNetEvent("rp:ServerKeybindUpdate", function(key, emote)
local src = source
local myid = GetPlayerIdentifier(source)
if key == "num4" then chosenk = "keybind1"
elseif key == "num5" then chosenk = "keybind2"
elseif key == "num6" then chosenk = "keybind3"
elseif key == "num7" then chosenk = "keybind4"
elseif key == "num8" then chosenk = "keybind5"
elseif key == "num9" then chosenk = "keybind6"
end
if chosenk == "keybind1" then
MySQL.update("UPDATE dpkeybinds SET emote1=@emote WHERE id=@id", { id = myid, emote = emote },
function() TriggerClientEvent("rp:ClientKeybindGetOne", src, key, emote) end)
elseif chosenk == "keybind2" then
MySQL.update("UPDATE dpkeybinds SET emote2=@emote WHERE id=@id", { id = myid, emote = emote },
function() TriggerClientEvent("rp:ClientKeybindGetOne", src, key, emote) end)
elseif chosenk == "keybind3" then
MySQL.update("UPDATE dpkeybinds SET emote3=@emote WHERE id=@id", { id = myid, emote = emote },
function() TriggerClientEvent("rp:ClientKeybindGetOne", src, key, emote) end)
elseif chosenk == "keybind4" then
MySQL.update("UPDATE dpkeybinds SET emote4=@emote WHERE id=@id", { id = myid, emote = emote },
function() TriggerClientEvent("rp:ClientKeybindGetOne", src, key, emote) end)
elseif chosenk == "keybind5" then
MySQL.update("UPDATE dpkeybinds SET emote5=@emote WHERE id=@id", { id = myid, emote = emote },
function() TriggerClientEvent("rp:ClientKeybindGetOne", src, key, emote) end)
elseif chosenk == "keybind6" then
MySQL.update("UPDATE dpkeybinds SET emote6=@emote WHERE id=@id", { id = myid, emote = emote },
function() TriggerClientEvent("rp:ClientKeybindGetOne", src, key, emote) end)
end
end)
end
if Config.SqlKeybinding and MySQL then
MySQL.update(
[[
CREATE TABLE IF NOT EXISTS `dpkeybinds` (
`id` varchar(50) NULL DEFAULT NULL,
`keybind1` varchar(50) NULL DEFAULT "num4",
`emote1` varchar(255) NULL DEFAULT "",
`keybind2` varchar(50) NULL DEFAULT "num5",
`emote2` varchar(255) NULL DEFAULT "",
`keybind3` varchar(50) NULL DEFAULT "num6",
`emote3` varchar(255) NULL DEFAULT "",
`keybind4` varchar(50) NULL DEFAULT "num7",
`emote4` varchar(255) NULL DEFAULT "",
`keybind5` varchar(50) NULL DEFAULT "num8",
`emote5` varchar(255) NULL DEFAULT "",
`keybind6` varchar(50) NULL DEFAULT "num9",
`emote6` varchar(255) NULL DEFAULT ""
) ENGINE=InnoDB COLLATE=latin1_swedish_ci;
]] , {}, function(success)
if success then
addKeybindEventHandlers()
else
print("[rp] ^3Error connecting to DB^7")
end
end)
else
print("[rp] ^3Sql Keybinding^7 is turned ^1off^7, if you want to enable /emotebind, set ^3SqlKeybinding = ^2true^7 in config.lua and uncomment oxmysql lines in fxmanifest.lua.")
end
-- Emote props extractor
local function ExtractEmoteProps(format)
local format = tonumber(format)
local xt, c, total = '', '', 0
if format == 1 then
print("Selected format: ^2\'prop_name\',")
xt = '\''; c = ','
elseif format == 2 then
print("Selected format: ^2\"prop_name\",")
xt = '\"'; c = ','
elseif format == 3 then
print("Selected format: ^2prop_name,")
else
print("\n### dpemotes - Props Extractor ###\n\n^3Select output format^0\nAvailable formats:\n^11^0 - ^2\'prop_name\',\n^12^0 - ^2\"prop_name\",\n^13^0 - ^2prop_name\n\n^0Command usage example: ^5emoteextract 1^0\n")
end
local animationFile = LoadResourceFile(GetCurrentResourceName(), "client/AnimationList.lua")
if not animationFile then return nil end
local f, err = load(animationFile .. " return RP")
if err then return nil end
local success, res = pcall(f)
if not success then return nil end
local RP = res
-- table to keep track of exported values
local exportedValues = {}
local path = GetResourcePath(GetCurrentResourceName())..'/.prop_list.lua'
-- open file for writing
local file = io.open(path, 'w')
-- loop through each key-value pair in the table
-- tables that has props:
-- RP.PropEmotes
-- RP.Shared (most likely all props mentioned in here is used in PropEmotes, so I don't check it)
for _, value in pairs(RP.PropEmotes) do
-- check if the current value is a table and has an AnimationOptions field
if type(value) == 'table' and value.AnimationOptions then
-- extract the Prop and SecondProp values and check if they're nil and not already exported
local propValue = value.AnimationOptions.Prop
local secondPropValue = value.AnimationOptions.SecondProp
if propValue and not exportedValues[propValue] then
file:write(xt .. propValue .. xt .. c ..'\n')
exportedValues[propValue] = true
total += 1
end
if secondPropValue and not exportedValues[secondPropValue] then
file:write(xt .. secondPropValue .. c ..'\n')
exportedValues[secondPropValue] = true
total += 1
end
end
end
print('Exported props: '..total)
-- close the file
file:close()
end
RegisterCommand("emoteextract", function(source, args)
if source > 0 then return end
ExtractEmoteProps(args[1])
end, true)