function CreateExtendedPlayer(playerId, identifier, group, accounts, inventory, weight, job, loadout, name, coords)
local self = {}
self.accounts = accounts
self.coords = coords
self.group = group
self.identifier = identifier
self.inventory = inventory
self.job = job
self.loadout = loadout
self.name = name
self.playerId = playerId
self.source = playerId
self.variables = {}
self.weight = weight
self.maxWeight = Config.MaxWeight
ExecuteCommand(('add_principal identifier.%s group.%s'):format(self.identifier, self.group))
self.triggerEvent = function(eventName, ...)
TriggerClientEvent(eventName, self.source, ...)
end
self.setCoords = function(coords)
self.updateCoords(coords)
self.triggerEvent('esx:teleport', coords)
end
self.updateCoords = function(coords)
self.coords = {x = ESX.Math.Round(coords.x, 1), y = ESX.Math.Round(coords.y, 1), z = ESX.Math.Round(coords.z, 1), heading = ESX.Math.Round(coords.heading or 0.0, 1)}
end
self.getCoords = function(vector)
if vector then
return vector3(self.coords.x, self.coords.y, self.coords.z)
else
return self.coords
end
end
self.kick = function(reason)
DropPlayer(self.source, reason)
end
self.setMoney = function(money, recursion)
money = ESX.Math.Round(money)
self.setAccountMoney('money', money)
if(not recursion)then
TriggerEvent("es:getPlayerFromId", self.source, function(user) user.setMoney(money) end)
end
end
self.getMoney = function()
return self.getAccount('money').money
end
self.addMoney = function(money, recursion)
money = ESX.Math.Round(money)
self.addAccountMoney('money', money)
if(not recursion)then
TriggerEvent("es:getPlayerFromId", self.source, function(user) user.addMoney(money, true) end)
end
end
self.removeMoney = function(money, recursion)
if(not recursion)then
TriggerEvent("es:getPlayerFromId", self.source, function(user) user.removeMoney(money, true) end)
end
money = ESX.Math.Round(money)
self.removeAccountMoney('money', money)
end
self.getIdentifier = function()
return self.identifier
end
self.setGroup = function(newGroup, recursion)
if(not recursion)then
TriggerEvent("es:getPlayerFromId", self.source, function(user) user.set("group", newGroup) end)
end
ExecuteCommand(('remove_principal identifier.%s group.%s'):format(self.identifier, self.group))
self.group = newGroup
ExecuteCommand(('add_principal identifier.%s group.%s'):format(self.identifier, self.group))
end
self.getGroup = function()
return self.group
end
self.set = function(k, v, recursion)
if(not recursion)then
TriggerEvent("es:getPlayerFromId", self.source, function(user) if(user)then user.set(k, v) end end)
end
self.variables[k] = v
end
self.get = function(k)
return self.variables[k]
end
self.getAccounts = function(minimal)
if minimal then
local minimalAccounts = {}
for k,v in ipairs(self.accounts) do
minimalAccounts[v.name] = v.money
end
return minimalAccounts
else
return self.accounts
end
end
self.getAccount = function(account)
for k,v in ipairs(self.accounts) do
if v.name == account then
return v
end
end
end
self.getInventory = function(minimal)
if minimal then
local minimalInventory = {}
for k,v in ipairs(self.inventory) do
if v.count > 0 then
minimalInventory[v.name] = v.count
end
end
return minimalInventory
else
return self.inventory
end
end
self.getJob = function()
return self.job
end
self.getLoadout = function(minimal)
if minimal then
local minimalLoadout = {}
for k,v in ipairs(self.loadout) do
minimalLoadout[v.name] = {ammo = v.ammo}
if v.tintIndex > 0 then minimalLoadout[v.name].tintIndex = v.tintIndex end
if #v.components > 0 then
local components = {}
for k2,component in ipairs(v.components) do
if component ~= 'clip_default' then
table.insert(components, component)
end
end
if #components > 0 then
minimalLoadout[v.name].components = components
end
end
end
return minimalLoadout
else
return self.loadout
end
end
self.getName = function()
return self.name
end
self.setName = function(newName)
self.name = newName
end
self.setAccountMoney = function(accountName, money)
if money >= 0 then
local account = self.getAccount(accountName)
if account then
local prevMoney = account.money
local newMoney = ESX.Math.Round(money)
account.money = newMoney
self.triggerEvent('esx:setAccountMoney', account)
end
end
end
self.addAccountMoney = function(accountName, money)
if money > 0 then
local account = self.getAccount(accountName)
if account then
local newMoney = account.money + ESX.Math.Round(money)
account.money = newMoney
self.triggerEvent('esx:setAccountMoney', account)
end
end
end
self.removeAccountMoney = function(accountName, money)
if money > 0 then
local account = self.getAccount(accountName)
if account then
local newMoney = account.money - ESX.Math.Round(money)
account.money = newMoney
self.triggerEvent('esx:setAccountMoney', account)
end
end
end
self.getInventoryItem = function(name)
local found = false
local newItem
for k,v in ipairs(self.inventory) do
if v.name == name then
found = true
return v
end
end
-- Ran only if the item wasn't found in your inventory
local item = ESX.Items[name]
-- if item exists -> run
if(item)then
-- Create new item
newItem = {
name = name,
count = 0,
label = item.label,
weight = item.weight,
limit = item.limit,
usable = ESX.UsableItemsCallbacks[name] ~= nil,
rare = item.rare,
canRemove = item.canRemove
}
-- Insert into players inventory
table.insert(self.inventory, newItem)
-- Return the item that was just added
return newItem
end
return
end
self.addInventoryItem = function(name, count)
local item = self.getInventoryItem(name)
if item then
count = ESX.Math.Round(count)
item.count = item.count + count
self.weight = self.weight + (item.weight * count)
TriggerEvent('esx:onAddInventoryItem', self.source, item.name, item.count)
self.triggerEvent('esx:addInventoryItem', item.name, item.count, false, item)
end
end
self.removeInventoryItem = function(name, count)
local item = self.getInventoryItem(name)
if item then
count = ESX.Math.Round(count)
local newCount = item.count - count
if newCount >= 0 then
item.count = newCount
self.weight = self.weight - (item.weight * count)
TriggerEvent('esx:onRemoveInventoryItem', self.source, item.name, item.count)
self.triggerEvent('esx:removeInventoryItem', item.name, item.count)
end
end
end
self.setInventoryItem = function(name, count)
local item = self.getInventoryItem(name)
if item and count >= 0 then
count = ESX.Math.Round(count)
if count > item.count then
self.addInventoryItem(item.name, count - item.count)
else
self.removeInventoryItem(item.name, item.count - count)
end
end
end
self.getWeight = function()
return self.weight
end
self.getMaxWeight = function()
return self.maxWeight
end
self.canCarryItem = function(name, count)
local currentWeight, itemWeight = self.weight, ESX.Items[name].weight
local newWeight = currentWeight + (itemWeight * count)
local inventoryitem = self.getInventoryItem(name)
if ESX.Items[name].limit ~= nil and ESX.Items[name].limit ~= -1 then
if count > ESX.Items[name].limit then
return false
elseif (inventoryitem.count + count) > ESX.Items[name].limit then
return false
end
end
return newWeight <= self.maxWeight
end
self.canSwapItem = function(firstItem, firstItemCount, testItem, testItemCount)
local firstItemObject = self.getInventoryItem(firstItem)
local testItemObject = self.getInventoryItem(testItem)
if firstItemObject.count >= firstItemCount then
local weightWithoutFirstItem = ESX.Math.Round(self.weight - (firstItemObject.weight * firstItemCount))
local weightWithTestItem = ESX.Math.Round(weightWithoutFirstItem + (testItemObject.weight * testItemCount))
return weightWithTestItem <= self.maxWeight
end
return false
end
self.setMaxWeight = function(newWeight)
self.maxWeight = newWeight
self.triggerEvent('esx:setMaxWeight', self.maxWeight)
end
self.setJob = function(job, grade)
grade = tostring(grade)
local lastJob = json.decode(json.encode(self.job))
if ESX.DoesJobExist(job, grade) then
local jobObject, gradeObject = ESX.Jobs[job], ESX.Jobs[job].grades[grade]
self.job.id = jobObject.id
self.job.name = jobObject.name
self.job.label = jobObject.label
self.job.grade = tonumber(grade)
self.job.grade_name = gradeObject.name
self.job.grade_label = gradeObject.label
self.job.grade_salary = gradeObject.salary
if gradeObject.skin_male then
self.job.skin_male = json.decode(gradeObject.skin_male)
else
self.job.skin_male = {}
end
if gradeObject.skin_female then
self.job.skin_female = json.decode(gradeObject.skin_female)
else
self.job.skin_female = {}
end
TriggerEvent('esx:setJob', self.source, self.job, lastJob)
self.triggerEvent('esx:setJob', self.job)
else
print(('[ExtendedMode] [^3WARNING^7] Ignoring invalid .setJob() usage for "%s"'):format(self.identifier))
end
end
self.addWeapon = function(weaponName, ammo)
if not self.hasWeapon(weaponName) then
local weaponLabel = ESX.GetWeaponLabel(weaponName)
table.insert(self.loadout, {
name = weaponName,
ammo = ammo,
label = weaponLabel,
components = {},
tintIndex = 0
})
self.triggerEvent('esx:addWeapon', weaponName, ammo)
self.triggerEvent('esx:addInventoryItem', weaponLabel, false, true)
end
end
self.addWeaponComponent = function(weaponName, weaponComponent)
local loadoutNum, weapon = self.getWeapon(weaponName)
if weapon then
local component = ESX.GetWeaponComponent(weaponName, weaponComponent)
if component then
if not self.hasWeaponComponent(weaponName, weaponComponent) then
table.insert(self.loadout[loadoutNum].components, weaponComponent)
self.triggerEvent('esx:addWeaponComponent', weaponName, weaponComponent)
self.triggerEvent('esx:addInventoryItem', component.label, false, true)
end
end
end
end
self.addWeaponAmmo = function(weaponName, ammoCount)
local loadoutNum, weapon = self.getWeapon(weaponName)
if weapon then
weapon.ammo = weapon.ammo + ammoCount
self.triggerEvent('esx:setWeaponAmmo', weaponName, weapon.ammo)
end
end
self.updateWeaponAmmo = function(weaponName, ammoCount)
local loadoutNum, weapon = self.getWeapon(weaponName)
if weapon then
if ammoCount < weapon.ammo then
weapon.ammo = ammoCount
end
end
end
self.setWeaponTint = function(weaponName, weaponTintIndex)
local loadoutNum, weapon = self.getWeapon(weaponName)
if weapon then
local weaponNum, weaponObject = ESX.GetWeapon(weaponName)
if weaponObject.tints and weaponObject.tints[weaponTintIndex] then
self.loadout[loadoutNum].tintIndex = weaponTintIndex
self.triggerEvent('esx:setWeaponTint', weaponName, weaponTintIndex)
self.triggerEvent('esx:addInventoryItem', weaponObject.tints[weaponTintIndex], false, true)
end
end
end
self.getWeaponTint = function(weaponName)
local loadoutNum, weapon = self.getWeapon(weaponName)
if weapon then
return weapon.tintIndex
end
return 0
end
self.removeWeapon = function(weaponName)
local weaponLabel
for k,v in ipairs(self.loadout) do
if v.name == weaponName then
weaponLabel = v.label
for k2,v2 in ipairs(v.components) do
self.removeWeaponComponent(weaponName, v2)
end
table.remove(self.loadout, k)
break
end
end
if weaponLabel then
self.triggerEvent('esx:removeWeapon', weaponName)
self.triggerEvent('esx:removeInventoryItem', weaponLabel, false, true)
end
end
self.removeWeaponComponent = function(weaponName, weaponComponent)
local loadoutNum, weapon = self.getWeapon(weaponName)
if weapon then
local component = ESX.GetWeaponComponent(weaponName, weaponComponent)
if component then
if self.hasWeaponComponent(weaponName, weaponComponent) then
for k,v in ipairs(self.loadout[loadoutNum].components) do
if v == weaponComponent then
table.remove(self.loadout[loadoutNum].components, k)
break
end
end
self.triggerEvent('esx:removeWeaponComponent', weaponName, weaponComponent)
self.triggerEvent('esx:removeInventoryItem', component.label, false, true)
end
end
end
end
self.removeWeaponAmmo = function(weaponName, ammoCount)
local loadoutNum, weapon = self.getWeapon(weaponName)
if weapon then
weapon.ammo = weapon.ammo - ammoCount
self.triggerEvent('esx:setWeaponAmmo', weaponName, weapon.ammo)
end
end
self.hasWeaponComponent = function(weaponName, weaponComponent)
local loadoutNum, weapon = self.getWeapon(weaponName)
if weapon then
for k,v in ipairs(weapon.components) do
if v == weaponComponent then
return true
end
end
return false
else
return false
end
end
self.hasWeapon = function(weaponName)
for k,v in ipairs(self.loadout) do
if v.name == weaponName then
return true
end
end
return false
end
self.getWeapon = function(weaponName)
for k,v in ipairs(self.loadout) do
if v.name == weaponName then
return k, v
end
end
return
end
self.showNotification = function(msg, flash, saveToBrief, hudColorIndex)
self.triggerEvent('esx:showNotification', msg, flash, saveToBrief, hudColorIndex)
end
self.showHelpNotification = function(msg, thisFrame, beep, duration)
self.triggerEvent('esx:showHelpNotification', msg, thisFrame, beep, duration)
end
return self
end