forked from Simnation/Main
248 lines
9.9 KiB
Lua
248 lines
9.9 KiB
Lua
local QBCore = exports['qb-core']:GetCoreObject()
|
|
|
|
-- Get character gender (0 = male, 1 = female) using model hash
|
|
function GetCharacterGender()
|
|
local ped = PlayerPedId()
|
|
local modelHash = GetEntityModel(ped)
|
|
|
|
-- List of female model hashes
|
|
local femaleModels = {
|
|
`mp_f_freemode_01`, -- MP Female
|
|
`a_f_m_beach_01`, `a_f_m_bevhills_01`, `a_f_m_bevhills_02`,
|
|
`a_f_m_bodybuild_01`, `a_f_m_business_02`, `a_f_m_downtown_01`,
|
|
`a_f_m_eastsa_01`, `a_f_m_eastsa_02`, `a_f_m_fatbla_01`,
|
|
`a_f_m_fatwhite_01`, `a_f_m_ktown_01`, `a_f_m_ktown_02`,
|
|
`a_f_m_prolhost_01`, `a_f_m_salton_01`, `a_f_m_skidrow_01`,
|
|
`a_f_m_soucent_01`, `a_f_m_soucent_02`, `a_f_m_soucentmc_01`,
|
|
`a_f_m_tourist_01`, `a_f_m_trampbeac_01`, `a_f_m_tramp_01`,
|
|
`a_f_o_genstreet_01`, `a_f_o_indian_01`, `a_f_o_ktown_01`,
|
|
`a_f_o_salton_01`, `a_f_o_soucent_01`, `a_f_o_soucent_02`,
|
|
`a_f_y_beach_01`, `a_f_y_bevhills_01`, `a_f_y_bevhills_02`,
|
|
`a_f_y_bevhills_03`, `a_f_y_bevhills_04`, `a_f_y_business_01`,
|
|
`a_f_y_business_02`, `a_f_y_business_03`, `a_f_y_business_04`,
|
|
`a_f_y_eastsa_01`, `a_f_y_eastsa_02`, `a_f_y_eastsa_03`,
|
|
`a_f_y_epsilon_01`, `a_f_y_fitness_01`, `a_f_y_fitness_02`,
|
|
`a_f_y_genhot_01`, `a_f_y_golfer_01`, `a_f_y_hiker_01`,
|
|
`a_f_y_hippie_01`, `a_f_y_hipster_01`, `a_f_y_hipster_02`,
|
|
`a_f_y_hipster_03`, `a_f_y_hipster_04`, `a_f_y_indian_01`,
|
|
`a_f_y_juggalo_01`, `a_f_y_runner_01`, `a_f_y_rurmeth_01`,
|
|
`a_f_y_scdressy_01`, `a_f_y_skater_01`, `a_f_y_soucent_01`,
|
|
`a_f_y_soucent_02`, `a_f_y_soucent_03`, `a_f_y_tennis_01`,
|
|
`a_f_y_tourist_01`, `a_f_y_tourist_02`, `a_f_y_vinewood_01`,
|
|
`a_f_y_vinewood_02`, `a_f_y_vinewood_03`, `a_f_y_vinewood_04`,
|
|
`a_f_y_yoga_01`, `g_f_importexport_01`, `g_f_y_ballas_01`,
|
|
`g_f_y_families_01`, `g_f_y_lost_01`, `g_f_y_vagos_01`,
|
|
`s_f_m_fembarber`, `s_f_m_maid_01`, `s_f_m_shop_high`,
|
|
`s_f_m_sweatshop_01`, `s_f_y_airhostess_01`, `s_f_y_bartender_01`,
|
|
`s_f_y_baywatch_01`, `s_f_y_cop_01`, `s_f_y_factory_01`,
|
|
`s_f_y_hooker_01`, `s_f_y_hooker_02`, `s_f_y_hooker_03`,
|
|
`s_f_y_migrant_01`, `s_f_y_movprem_01`, `s_f_y_ranger_01`,
|
|
`s_f_y_scrubs_01`, `s_f_y_sheriff_01`, `s_f_y_shop_low`,
|
|
`s_f_y_shop_mid`, `s_f_y_stripper_01`, `s_f_y_stripper_02`,
|
|
`s_f_y_stripperlite`, `s_f_y_sweatshop_01`, `u_f_m_corpse_01`,
|
|
`u_f_m_miranda`, `u_f_m_promourn_01`, `u_f_o_moviestar`,
|
|
`u_f_o_prolhost_01`, `u_f_y_bikerchic`, `u_f_y_comjane`,
|
|
`u_f_y_corpse_01`, `u_f_y_corpse_02`, `u_f_y_hotposh_01`,
|
|
`u_f_y_jewelass_01`, `u_f_y_mistress`, `u_f_y_poppymich`,
|
|
`u_f_y_princess`, `u_f_y_spyactress`
|
|
}
|
|
|
|
-- Check if the model is in the female list
|
|
for _, hash in ipairs(femaleModels) do
|
|
if hash == modelHash then
|
|
return 1 -- Female
|
|
end
|
|
end
|
|
|
|
-- Check specifically for MP Female model (most common)
|
|
if modelHash == `mp_f_freemode_01` then
|
|
return 1 -- Female
|
|
end
|
|
|
|
-- Check specifically for MP Male model (most common)
|
|
if modelHash == `mp_m_freemode_01` then
|
|
return 0 -- Male
|
|
end
|
|
|
|
-- Alternative method: check player data if available
|
|
local Player = QBCore.Functions.GetPlayerData()
|
|
if Player and Player.charinfo and Player.charinfo.gender then
|
|
return Player.charinfo.gender == 1 and 1 or 0
|
|
end
|
|
|
|
-- Default to male if we can't determine
|
|
return 0
|
|
end
|
|
|
|
-- Debug function to print all clothing components with improved gender detection
|
|
function PrintAllClothingComponents()
|
|
local ped = PlayerPedId()
|
|
local components = {}
|
|
local gender = GetCharacterGender()
|
|
local modelHash = GetEntityModel(ped)
|
|
|
|
print("Character Model Hash: " .. modelHash)
|
|
print("Character Gender: " .. (gender == 0 and "Male" or "Female"))
|
|
|
|
-- Component IDs: 0=face, 1=mask, 2=hair, 3=torso, 4=leg, 5=bag, 6=shoes, 7=accessory, 8=undershirt, 9=kevlar, 10=badge, 11=torso2
|
|
for i = 0, 11 do
|
|
local drawable = GetPedDrawableVariation(ped, i)
|
|
local texture = GetPedTextureVariation(ped, i)
|
|
local palette = GetPedPaletteVariation(ped, i)
|
|
|
|
components[i] = {
|
|
drawable = drawable,
|
|
texture = texture,
|
|
palette = palette
|
|
}
|
|
|
|
print("Component " .. i .. ": Drawable=" .. drawable .. ", Texture=" .. texture .. ", Palette=" .. palette)
|
|
end
|
|
|
|
-- Props: 0=hat, 1=glasses, 2=ear, 6=watch, 7=bracelet
|
|
for i = 0, 7 do
|
|
if i ~= 3 and i ~= 4 and i ~= 5 then -- Skip invalid prop IDs
|
|
local prop = GetPedPropIndex(ped, i)
|
|
local texture = GetPedPropTextureIndex(ped, i)
|
|
|
|
print("Prop " .. i .. ": Index=" .. prop .. ", Texture=" .. texture)
|
|
end
|
|
end
|
|
|
|
return components, gender
|
|
end
|
|
|
|
-- Command to print all clothing components (for debugging)
|
|
RegisterCommand('checkclothing', function()
|
|
local components, gender = PrintAllClothingComponents()
|
|
lib.notify({
|
|
title = 'Debug',
|
|
description = 'Clothing components printed to console. Gender: ' .. (gender == 0 and "Male" or "Female"),
|
|
type = 'info'
|
|
})
|
|
end, false)
|
|
|
|
-- Check if player has a backpack equipped with improved gender detection
|
|
function CheckForBackpack()
|
|
local ped = PlayerPedId()
|
|
local gender = GetCharacterGender()
|
|
|
|
-- Get the current bag drawable ID (component 5 is the bag slot)
|
|
local currentBag = GetPedDrawableVariation(ped, 5)
|
|
local currentTexture = GetPedTextureVariation(ped, 5)
|
|
|
|
if Config.Debug then
|
|
print("Current bag: Gender=" .. gender .. ", Drawable=" .. currentBag .. ", Texture=" .. currentTexture)
|
|
end
|
|
|
|
-- Check if this bag ID is in our config for the current gender
|
|
if Config.Backpacks[gender] and Config.Backpacks[gender][currentBag] then
|
|
-- If we need to check for specific textures as well
|
|
if Config.Backpacks[gender][currentBag].textures then
|
|
if Config.Backpacks[gender][currentBag].textures[currentTexture] then
|
|
return currentBag, currentTexture, gender
|
|
end
|
|
else
|
|
-- If we don't care about texture, just return the drawable
|
|
return currentBag, currentTexture, gender
|
|
end
|
|
end
|
|
|
|
return nil, nil, gender
|
|
end
|
|
|
|
-- Open backpack inventory command
|
|
RegisterCommand('openbackpack', function()
|
|
local backpackId, textureId, gender = CheckForBackpack()
|
|
|
|
if backpackId then
|
|
local citizenId = QBCore.Functions.GetPlayerData().citizenid
|
|
local backpackStashId = "backpack_" .. citizenId .. "_" .. gender .. "_" .. backpackId .. "_" .. textureId
|
|
|
|
TriggerServerEvent('backpack:server:openInventory', backpackStashId, backpackId, textureId, gender)
|
|
else
|
|
lib.notify(Config.Notifications.noBackpack)
|
|
end
|
|
end, false)
|
|
|
|
-- Register key binding
|
|
RegisterKeyMapping('openbackpack', 'Open Backpack Inventory', 'keyboard', Config.BackpackKey)
|
|
|
|
-- Listen for inventory open event
|
|
RegisterNetEvent('inventory:client:OpenInventory', function()
|
|
-- Check if player has a backpack
|
|
local backpackId, textureId, gender = CheckForBackpack()
|
|
if backpackId then
|
|
local citizenId = QBCore.Functions.GetPlayerData().citizenid
|
|
local backpackStashId = "backpack_" .. citizenId .. "_" .. gender .. "_" .. backpackId .. "_" .. textureId
|
|
|
|
-- Small delay to let the main inventory open first
|
|
Citizen.Wait(100)
|
|
TriggerServerEvent('backpack:server:openInventory', backpackStashId, backpackId, textureId, gender)
|
|
end
|
|
end)
|
|
|
|
-- Monitor for clothing changes to update backpack status
|
|
Citizen.CreateThread(function()
|
|
local lastBackpack = nil
|
|
local lastTexture = nil
|
|
local lastGender = nil
|
|
|
|
while true do
|
|
Citizen.Wait(1000) -- Check every second
|
|
|
|
local currentBackpack, currentTexture, currentGender = CheckForBackpack()
|
|
|
|
-- If backpack status changed
|
|
if currentBackpack ~= lastBackpack or currentTexture ~= lastTexture or currentGender ~= lastGender then
|
|
lastBackpack = currentBackpack
|
|
lastTexture = currentTexture
|
|
lastGender = currentGender
|
|
|
|
-- If player removed a backpack, we could add additional logic here
|
|
if not currentBackpack then
|
|
-- Player removed backpack
|
|
if Config.Debug then
|
|
print("Backpack removed")
|
|
end
|
|
else
|
|
-- Player equipped backpack
|
|
if Config.Debug then
|
|
print("Backpack equipped: Gender=" .. currentGender .. ", ID=" .. currentBackpack .. ", Texture=" .. currentTexture)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end)
|
|
|
|
-- Event for checking backpack info
|
|
RegisterNetEvent('backpack:client:checkBackpack', function()
|
|
local backpackId, textureId, gender = CheckForBackpack()
|
|
TriggerServerEvent('backpack:server:showBackpackInfo', backpackId, textureId, gender)
|
|
end)
|
|
|
|
-- Event for listing all clothing (debug)
|
|
RegisterNetEvent('backpack:client:listClothing', function()
|
|
PrintAllClothingComponents()
|
|
lib.notify({
|
|
title = 'Debug',
|
|
description = 'Clothing components printed to console',
|
|
type = 'info'
|
|
})
|
|
end)
|
|
|
|
-- Initialize when player loads
|
|
RegisterNetEvent('QBCore:Client:OnPlayerLoaded', function()
|
|
-- Nothing needed here, backpack will be checked when inventory is opened
|
|
Citizen.Wait(1000) -- Wait a bit for player data to be ready
|
|
local backpackId, textureId, gender = CheckForBackpack()
|
|
if backpackId then
|
|
if Config.Debug then
|
|
print("Player loaded with backpack: Gender=" .. gender .. ", ID=" .. backpackId .. ", Texture=" .. textureId)
|
|
end
|
|
else
|
|
if Config.Debug then
|
|
print("Player loaded without backpack. Gender=" .. gender)
|
|
end
|
|
end
|
|
end)
|