Scripts/resources/[standalone]/dpclothingui/Client/Clothing.lua

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2024-12-29 20:02:20 +00:00
--[[
These are the tables for all the info we will need when dealing with the functions.
["Handle"] = { First we name it, this is the string that will be put in the command to be used with ToggleClothing, or ToggleProps.
Drawable = 11, Then we assign its drawable/prop id.
Table = Variations.Jackets, Then we assign its table found in Variations, if it has one, alternatively we can do.
Table = {
Standalone = true,
Male = 34,
Female = 35
},
Which makes it standalone, this example is for shoes, now when the player does the command it checks if they are currently wearing id 34.
If they are not it takes the drawable off and saves the one they had equipped.
Emote = { Hey lets do the Emote, Pretty self explanatory.
Dict = "missmic4", This is the dict of the emote.
Anim = "michael_tux_fidget", Anim of the emote.
Move = 51, The move type of the emote, 51 is upper body only so you can move, 0 does not allow you to move.
Dur = 1500 Duration of the emote.
Alternatively for the props theres a seperate emote for taking off/putting on the prop.
}
},
]]--
local Drawables = {
["Top"] = {
Drawable = 11,
Table = { Standalone = true, Male = 15, Female = 15 },
Emote = { Dict = "missmic4", Anim = "michael_tux_fidget", Move = 51, Dur = 1500 }
},
["Gloves"] = {
Drawable = 3,
Table = Variations.Gloves,
Remember = true,
Emote = { Dict = "nmt_3_rcm-10", Anim = "cs_nigel_dual-10", Move = 51, Dur = 1200 }
},
["Shoes"] = {
Drawable = 6,
Table = { Standalone = true, Male = 99, Female = 51 },
Emote = { Dict = "random@domestic", Anim = "pickup_low", Move = 0, Dur = 1200 }
},
["Neck"] = {
Drawable = 7,
Table = { Standalone = true, Male = 0, Female = 0 },
Emote = { Dict = "clothingtie", Anim = "try_tie_positive_a", Move = 51, Dur = 2100 }
},
["Vest"] = {
Drawable = 9,
Table = { Standalone = true, Male = 0, Female = 0 },
Emote = { Dict = "clothingtie", Anim = "try_tie_negative_a", Move = 51, Dur = 1200 }
},
["Bag"] = {
Drawable = 5,
Table = { Standalone = true, Male = 0, Female = 0 },
Emote = { Dict = "anim@heists@ornate_bank@grab_cash", Anim = "intro", Move = 51, Dur = 1600 }
},
["Mask"] = {
Drawable = 1,
Table = { Standalone = true, Male = 0, Female = 0 },
Emote = { Dict = "mp_masks@standard_car@ds@", Anim = "put_on_mask", Move = 51, Dur = 800 }
},
["Hair"] = {
Drawable = 2,
Table = Variations.Hair,
Remember = true,
Emote = { Dict = "clothingtie", Anim = "check_out_a", Move = 51, Dur = 2000 }
},
}
local Extras = {
["Shirt"] = {
Drawable = 8,
Table = {
Standalone = true, Male = 15, Female = 15,
-- Extra = {
-- -- { Drawable = 8, Id = 15, Tex = 0, Name = "Extra Undershirt"},
-- { Drawable = 3, Id = 28, Tex = 0, Name = "Extra Gloves"},
-- -- { Drawable = 10, Id = 0, Tex = 0, Name = "Extra Decals"},
-- }
},
Emote = { Dict = "clothingtie", Anim = "try_tie_negative_a", Move = 51, Dur = 1200 }
},
["Pants"] = {
Drawable = 4,
Table = { Standalone = true, Male = 14, Female = 47 },
Emote = { Dict = "re@construction", Anim = "out_of_breath", Move = 51, Dur = 1300 }
},
}
local Props = {
["Visor"] = {
Prop = 0,
Variants = Variations.Visor,
Emote = {
On = { Dict = "mp_masks@standard_car@ds@", Anim = "put_on_mask", Move = 51, Dur = 600 },
Off = { Dict = "missheist_agency2ahelmet", Anim = "take_off_helmet_stand", Move = 51, Dur = 1200 }
}
},
["Hat"] = {
Prop = 0,
Emote = {
On = { Dict = "mp_masks@standard_car@ds@", Anim = "put_on_mask", Move = 51, Dur = 600 },
Off = { Dict = "missheist_agency2ahelmet", Anim = "take_off_helmet_stand", Move = 51, Dur = 1200 }
}
},
["Glasses"] = {
Prop = 1,
Emote = {
On = { Dict = "clothingspecs", Anim = "take_off", Move = 51, Dur = 1400 },
Off = { Dict = "clothingspecs", Anim = "take_off", Move = 51, Dur = 1400 }
}
},
["Ear"] = {
Prop = 2,
Emote = {
On = { Dict = "mp_cp_stolen_tut", Anim = "b_think", Move = 51, Dur = 900 },
Off = { Dict = "mp_cp_stolen_tut", Anim = "b_think", Move = 51, Dur = 900 }
}
},
["Watch"] = {
Prop = 6,
Emote = {
On = { Dict = "nmt_3_rcm-10", Anim = "cs_nigel_dual-10", Move = 51, Dur = 1200 },
Off = { Dict = "nmt_3_rcm-10", Anim = "cs_nigel_dual-10", Move = 51, Dur = 1200 }
}
},
["Bracelet"] = {
Prop = 7,
Emote = {
On = { Dict = "nmt_3_rcm-10", Anim = "cs_nigel_dual-10", Move = 51, Dur = 1200 },
Off = { Dict = "nmt_3_rcm-10", Anim = "cs_nigel_dual-10", Move = 51, Dur = 1200 }
}
},
}
LastEquipped = {}
Cooldown = false
local function PlayToggleEmote(e, cb)
local Ped = PlayerPedId()
while not HasAnimDictLoaded(e.Dict) do RequestAnimDict(e.Dict) Wait(100) end
if IsPedInAnyVehicle(Ped) then e.Move = 51 end
TaskPlayAnim(Ped, e.Dict, e.Anim, 3.0, 3.0, e.Dur, e.Move, 0, false, false, false)
local Pause = e.Dur-500 if Pause < 500 then Pause = 500 end
IncurCooldown(Pause)
Wait(Pause) -- Lets wait for the emote to play for a bit then do the callback.
cb()
end
function ResetClothing()
local Ped = PlayerPedId()
for k,v in pairs(LastEquipped) do
if v then
if v.Ped == Ped then
if v.Drawable then
SendNUIMessage({
action = 'getallresets',
cloth = k,
})
SetPedComponentVariation(Ped, v.ID, v.Drawable, v.Texture, 0)
elseif v.Prop then ClearPedProp(Ped, v.ID) SetPedPropIndex(Ped, v.ID, v.Prop, v.Texture, true)
SendNUIMessage({
action = 'getallresets',
cloth = k,
})
end
else
print("Skipped "..k.." (Ped Changed)")
SendNUIMessage({
action = 'getallresets',
cloth = k,
})
end
end
end
LastEquipped = {}
end
function ToggleClothing(which, extra)
if Cooldown then return end
local Toggle = Drawables[which] if extra then Toggle = Extras[which] end
local Ped = PlayerPedId()
local Cur = { -- Lets check what we are currently wearing.
Drawable = GetPedDrawableVariation(Ped, Toggle.Drawable),
ID = Toggle.Drawable,
Ped = Ped,
Texture = GetPedTextureVariation(Ped, Toggle.Drawable),
}
local Gender = IsMpPed(Ped)
if which ~= "Mask" then
if not Gender then Notify(Lang("NotAllowedPed")) return false end -- We cancel the command here if the person is not using a multiplayer model.
end
local Table = Toggle.Table[Gender]
if not Toggle.Table.Standalone then -- "Standalone" is for things that dont require a variant, like the shoes just need to be switched to a specific drawable. Looking back at this i should have planned ahead, but it all works so, meh!
for k,v in pairs(Table) do
if not Toggle.Remember then
if k == Cur.Drawable then
PlayToggleEmote(Toggle.Emote, function() SetPedComponentVariation(Ped, Toggle.Drawable, v, Cur.Texture, 0) end) return true
end
else
if not LastEquipped[which] then
if k == Cur.Drawable then
PlayToggleEmote(Toggle.Emote, function() LastEquipped[which] = Cur SetPedComponentVariation(Ped, Toggle.Drawable, v, Cur.Texture, 0)
SendNUIMessage({
action = 'update',
cloth = which,
})
end) return true
end
else
local Last = LastEquipped[which]
PlayToggleEmote(Toggle.Emote, function() SetPedComponentVariation(Ped, Toggle.Drawable, Last.Drawable, Last.Texture, 0) LastEquipped[which] = false
SendNUIMessage({
action = 'update2',
cloth = which,
})
end) return true
end
end
end
Notify(Lang("NoVariants")) return
else
if not LastEquipped[which] then
if Cur.Drawable ~= Table then
PlayToggleEmote(Toggle.Emote, function()
LastEquipped[which] = Cur
SetPedComponentVariation(Ped, Toggle.Drawable, Table, 0, 0)
SendNUIMessage({
action = 'update',
cloth = which,
})
if Toggle.Table.Extra then
local Extras = Toggle.Table.Extra
for k,v in pairs(Extras) do
local ExtraCur = {Drawable = GetPedDrawableVariation(Ped, v.Drawable), Texture = GetPedTextureVariation(Ped, v.Drawable), Id = v.Drawable}
if v.Drawable ~= ExtraCur.Drawable then
SetPedComponentVariation(Ped, v.Drawable, v.Id, v.Tex, 0)
LastEquipped[v.Name] = ExtraCur
end
end
end
end)
return true
end
else
local Last = LastEquipped[which]
PlayToggleEmote(Toggle.Emote, function()
SetPedComponentVariation(Ped, Toggle.Drawable, Last.Drawable, Last.Texture, 0)
SendNUIMessage({
action = 'update2',
cloth = which,
})
LastEquipped[which] = false
if Toggle.Table.Extra then
local Extras = Toggle.Table.Extra
for k,v in pairs(Extras) do
if LastEquipped[v.Name] then
local Last = LastEquipped[v.Name]
SetPedComponentVariation(Ped, Last.Id, Last.Drawable, Last.Texture, 0)
LastEquipped[v.Name] = false
end
end
end
end)
return true
end
end
Notify(Lang("AlreadyWearing")) return false
end
function ToggleProps(which)
if Cooldown then return end
local Prop = Props[which]
local Ped = PlayerPedId()
local Gender = IsMpPed(Ped)
local Cur = { -- Lets get out currently equipped prop.
ID = Prop.Prop,
Ped = Ped,
Prop = GetPedPropIndex(Ped, Prop.Prop),
Texture = GetPedPropTextureIndex(Ped, Prop.Prop),
}
if not Prop.Variants then
if Cur.Prop ~= -1 then -- If we currently are wearing this prop, remove it and save the one we were wearing into the LastEquipped table.
PlayToggleEmote(Prop.Emote.Off, function()
SendNUIMessage({
action = 'update',
cloth = which,
})
LastEquipped[which] = Cur ClearPedProp(Ped, Prop.Prop) end) return true
else
local Last = LastEquipped[which] -- Detect that we have already taken our prop off, lets put it back on.
if Last then
PlayToggleEmote(Prop.Emote.On, function()
SendNUIMessage({
action = 'update2',
cloth = which,
})
SetPedPropIndex(Ped, Prop.Prop, Last.Prop, Last.Texture, true) end) LastEquipped[which] = false return true
end
end
Notify(Lang("NothingToRemove")) return false
else
local Gender = IsMpPed(Ped)
if not Gender then Notify(Lang("NotAllowedPed")) return false end -- We dont really allow for variants on ped models, Its possible, but im pretty sure 95% of ped models dont really have variants.
local Variations = Prop.Variants[Gender]
for k,v in pairs(Variations) do
if Cur.Prop == k then
PlayToggleEmote(Prop.Emote.On, function()
SetPedPropIndex(Ped, Prop.Prop, v, Cur.Texture, true) end) return true
end
end
Notify(Lang("NoVariants")) return false
end
end
-- function DrawDev() -- Draw text for all the stuff we are wearing, to make grabbing the variants of stuff much simpler for people.
-- local Entries = {}
-- for k,v in PairsKeys(Drawables) do table.insert(Entries, { Name = k, Drawable = v.Drawable }) end
-- for k,v in PairsKeys(Extras) do table.insert(Entries, { Name = k, Drawable = v.Drawable }) end
-- for k,v in PairsKeys(Props) do table.insert(Entries, { Name = k, Prop = v.Prop }) end
-- for k,v in pairs(Entries) do
-- local Ped = PlayerPedId() local Cur
-- if v.Drawable then
-- Cur = { Id = GetPedDrawableVariation(Ped, v.Drawable), Texture = GetPedTextureVariation(Ped, v.Drawable) }
-- elseif v.Prop then
-- Cur = { Id = GetPedPropIndex(Ped, v.Prop), Texture = GetPedPropTextureIndex(Ped, v.Prop) }
-- end
-- Text(0.2, 0.8*k/18, 0.30, "~o~"..v.Name.."~w~ = \n ("..Cur.Id.." , "..Cur.Texture..")", false, 1)
-- DrawRect(0.23, 0.8*k/18+0.025, 0.07, 0.045, 0, 0, 0, 150)
-- end
-- end
-- local TestThreadActive = nil
-- function DevTestVariants(d) -- If debug mode is enabled we can try all the variants to check for scuff.
-- if not TestThreadActive then
-- Citizen.CreateThread(function()
-- TestThreadActive = true
-- local Ped = PlayerPedId()
-- local Drawable = Drawables[d]
-- local Prop = Props[d]
-- local Gender = IsMpPed(Ped)
-- if Drawable then
-- if Drawable.Table then
-- if type(Drawable.Table[Gender]) == "table" then
-- for k,v in PairsKeys(Drawable.Table[Gender]) do
-- Notify(d.." : ~o~"..k)
-- SoundPlay("Open")
-- SetPedComponentVariation(Ped, Drawable.Drawable, k, 0, 0)
-- Wait(300)
-- Notify(d.." : ~b~"..v)
-- SoundPlay("Close")
-- SetPedComponentVariation(Ped, Drawable.Drawable, v, 0, 0)
-- Wait(300)
-- end
-- end
-- end
-- elseif Prop then
-- if Prop.Variants then
-- for k,v in PairsKeys(Prop.Variants[Gender]) do
-- Notify(d.." : ~o~"..k)
-- SoundPlay("Open")
-- SetPedPropIndex(Ped, Prop.Prop, k, 0, true)
-- Wait(300)
-- Notify(d.." : ~b~"..v)
-- SoundPlay("Close")
-- SetPedPropIndex(Ped, Prop.Prop, v, 0, true)
-- Wait(300)
-- ClearPedProp(Ped, Prop.Prop)
-- Wait(200)
-- end
-- end
-- end
-- TestThreadActive = false
-- end)
-- else
-- Notify("Already testing variants.")
-- end
-- end
for k,v in pairs(Config.Commands) do
RegisterCommand(k, v.Func)
--log("Created /"..k.." ("..v.Desc..")") -- Useful for translation checking.
TriggerEvent("chat:addSuggestion", "/"..k, v.Desc)
end
if Config.ExtrasEnabled then
for k,v in pairs(Config.ExtraCommands) do
RegisterCommand(k, v.Func)
--log("Created /"..k.." ("..v.Desc..")") -- Useful for translation checking.
TriggerEvent("chat:addSuggestion", "/"..k, v.Desc)
end
end
AddEventHandler('onResourceStop', function(resource) -- Mostly for development, restart the resource and it will put all the clothes back on.
if resource == GetCurrentResourceName() then
ResetClothing()
end
end)