----------------------------------------------------------------------------------------------------- -- 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 ----------------------------------------------------------------------------------------------------- -- 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)