Wendigo Spawnselector
client.lua
cam = nil
cam2 = nil
currents = {}
isApartment = false
function SendReactMessage(action, data)
SendNUIMessage({
action = action,
data = data
})
end
function open(cData, new, apps)
SetEntityVisible(pPed, false)
DoScreenFadeOut(250)
Wait(1000)
DoScreenFadeIn(250)
if not DoesCamExist(cam) then
local camCoords = vector4(95.8534, 108.1032, 826.6528, 114.6077)
cam = CreateCamWithParams("DEFAULT_SCRIPTED_CAMERA", camCoords.x, camCoords.y, camCoords.z, 1.76, 0.0, 178.5,
60.0, true, 0)
SetCamActive(cam, true)
RenderScriptCams(true, false, 0, true, true)
end
Wait(500)
SetNuiFocus(true, true)
SendReactMessage("setLang", cfg.locales[cfg.locale])
SendReactMessage("HandleDisplay", true)
if not new or cfg.useQBApartments == false then
local formatLocations = function()
local locations = {}
for k, v in pairs(cfg.locations) do
if not v.jobs then
table.insert(locations, v)
else
for _, job in pairs(v.jobs) do
if job == getPlayerJobName(getPlayerData()) then
table.insert(locations, v)
end
end
end
end
local homes = exports.bcs_housing:GetOwnedHomeKeys()
for k, v in pairs(homes) do
table.insert(locations, {
name = v.properties.name,
coords = v.properties.complex == 'Flat' and v.properties.data.flat.coords or v.properties.entry,
id = k,
})
end
return locations
end
currents = formatLocations()
else
local _apps = {}
local formatApartment = function(k, data)
data.tmpName = data.name
data.name = data.label
data.identifier = k
return data
end
for k, v in pairs(apps) do
table.insert(_apps, formatApartment(k, v))
end
Apartments = _apps
isApartment = true
currents = _apps
end
updateCamera(1)
end
exports("open", open)
RegisterNetEvent("wd-spawnselector:open", open)
RegisterNetEvent("qb-spawn:client:openUI", open)
RegisterNetEvent("qb-spawn:client:setupSpawns", open)
RegisterCommand("wdspawn", open)
RegisterNUICallback("getLocations", function(data, cb)
cb(currents)
end)
RegisterNUICallback("spawn", function(data, cb)
local pPed = PlayerPedId()
local locations = {}
local id = data + 1
if framework == "qb" and cfg.useQBApartments and Apartments then
if Apartments.locations then
for k, v in pairs(Apartments.Locations) do
table.insert(locations, v)
end
else
for i = 1, #Apartments, 1 do
Apartments[i].id = #locations + 1
table.insert(locations, Apartments[i])
end
end
else
for k, v in pairs(cfg.locations) do
if not v.jobs then
v.id = #locations + 1
table.insert(locations, v)
else
for _, job in pairs(v.jobs) do
if job == getPlayerJobName(getPlayerData()) then
v.id = #locations + 1
table.insert(locations, v)
end
end
end
end
end
local homes = exports.bcs_housing:GetOwnedHomeKeys()
for k, v in pairs(homes) do
local entry = v.properties.complex == 'Flat' and v.properties.data.flat.coords or v.properties.entry
table.insert(locations, {
name = v.properties.name,
identifier = v.identifier,
type = v.properties.type,
coords = vec3(entry.x, entry.y, entry.z),
id = #locations + 1,
})
end
if framework == "qb" then
--data = isApartment and locations[id] or cfg.locations[id]
local found = false
for i = 1, #locations do
if locations[i].id == id then
data = locations[i]
found = true
break
end
end
if not found then
data = cfg.locations[id]
end
else
local locations = {}
for k, v in pairs(cfg.locations) do
if not v.jobs then
table.insert(locations, v)
else
for _, job in pairs(v.jobs) do
if job == getPlayerJobName(getPlayerData()) then
table.insert(locations, v)
end
end
end
end
local homes = exports.bcs_housing:GetOwnedHomeKeys()
for k, v in pairs(homes) do
table.insert(locations, {
name = v.properties.name,
coords = v.properties.complex == 'Flat' and v.properties.data.flat.coords or v.properties.entry,
id = k,
})
end
data = locations[id]
end
if data.id == "lastLocation" then
local pData = nil
pData = getPlayerData()
local pos = getPlayerLastLocation(pData)
data.coords = vector4(pos.x, pos.y, pos.z, 0.0)
end
SendReactMessage("HandleDisplay", false)
SetNuiFocus(false, false)
SetEntityVisible(PlayerPedId(), true)
if not isApartment or cfg.useQBApartments == false then
local identifier = data.identifier
if identifier and data.type ~= 'mlo' then
SetTimeout(3500, function()
TriggerEvent("Housing:client:EnterHome", identifier)
end)
else
---@diagnostic disable-next-line
SetEntityCoords(pPed, data.coords.x, data.coords.y, data.coords.z)
end
doCamera(data.coords.x, data.coords.y, data.coords.z, data.coords.w)
Wait(200)
else
SetTimeout(3500, function()
---@diagnostic disable-next-line
SetEntityCoords(pPed, vec3(data.coords.x, data.coords.y, data.coords.z))
Wait(1000)
local identifier = data.identifier
TriggerServerEvent('Housing:server:CreateApartment', identifier)
Apartments = nil
isApartment = false
end)
end
endEvent()
cb("ok")
end)
RegisterNUICallback("updateSelected", function(data, cb)
updateCamera(data + 1)
cb({ "ok" })
end)
function updateCamera(id)
local data = nil
local locations = {}
if framework == "qb" and isApartment and cfg.useQBApartments and Apartments then
if Apartments.locations then
for k, v in pairs(Apartments.Locations) do
table.insert(locations, v)
end
else
for i = 1, #Apartments, 1 do
Apartments[i].id = #locations + 1
table.insert(locations, Apartments[i])
end
end
else
for k, v in pairs(cfg.locations) do
if not v.jobs then
-- v.id = #locations + 1
table.insert(locations, v)
else
for _, job in pairs(v.jobs) do
if job == getPlayerJobName(getPlayerData()) then
v.id = #locations + 1
table.insert(locations, v)
end
end
end
end
end
local homes = exports.bcs_housing:GetOwnedHomeKeys()
for k, v in pairs(homes) do
table.insert(locations, {
name = v.properties.name,
coords = v.properties.complex == 'Flat' and v.properties.data.flat.coords or v.properties.entry,
id = #locations + 1,
})
end
if framework == "qb" then
--data = isApartment and locations[id] or cfg.locations[id]
local found = false
for i = 1, #locations do
if locations[i].id == id then
data = locations[i]
found = true
break
end
end
if not found then
data = cfg.locations[id]
end
else
local locations = {}
for k, v in pairs(cfg.locations) do
if not v.jobs then
table.insert(locations, v)
else
for _, job in pairs(v.jobs) do
if job == getPlayerJobName(getPlayerData()) then
table.insert(locations, v)
end
end
end
end
local homes = exports.bcs_housing:GetOwnedHomeKeys()
for k, v in pairs(homes) do
table.insert(locations, {
name = v.properties.name,
coords = v.properties.complex == 'Flat' and v.properties.data.flat.coords or v.properties.entry,
id = k + 1,
})
end
data = locations[id]
end
if isApartment then
data.coords = locations[id].coords?.enter and locations[id].coords.enter or locations[id].enter
end
if data.id == "lastLocation" then
data.coords = vector4(getPlayerLastLocation(getPlayerData()).x, getPlayerLastLocation(getPlayerData()).y,
getPlayerLastLocation(getPlayerData()).z, 0.0)
end
doCamera(data.coords.x, data.coords.y, data.coords.z, data.coords.w)
end
function endEvent()
ClearFocus()
DestroyAllCams(true)
RenderScriptCams(false, true, 1, true, true)
cfg.afterPlayerSpawned()
end
function doCamera(x, y, z, w)
CreateThread(function()
DoScreenFadeOut(1)
if (not DoesCamExist(cam)) then
cam = CreateCam('DEFAULT_SCRIPTED_CAMERA', true)
end
i = 3200
SetFocusArea(x, y, z, 0.0, 0.0, 0.0)
SetCamActive(cam, true)
RenderScriptCams(true, false, 0, true, true)
DoScreenFadeIn(1500)
local camAngle = -90.0
while i > 1 do
local factor = i / 50
if i < 1 then i = 1 end
i = i - factor
SetCamCoord(cam, x + cfg.camPosition.x, y + cfg.camPosition.y, (z + cfg.camPosition.z) + i)
if i < 1200 then
DoScreenFadeIn(600)
end
if i < 90.0 then
camAngle = i - i - i
end
SetCamRot(cam, camAngle, 0.0, w)
Citizen.Wait(2 / i)
end
end)
end