This repository was archived by the owner on Apr 7, 2023. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 876
/
Copy pathspawnmanager.lua
357 lines (280 loc) · 9.41 KB
/
spawnmanager.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
-- in-memory spawnpoint array for this script execution instance
local spawnPoints = {}
-- auto-spawn enabled flag
local autoSpawnEnabled = false
local autoSpawnCallback
-- support for mapmanager maps
AddEventHandler('getMapDirectives', function(add)
-- call the remote callback
add('spawnpoint', function(state, model)
-- return another callback to pass coordinates and so on (as such syntax would be [spawnpoint 'model' { options/coords }])
return function(opts)
local x, y, z, heading
local s, e = pcall(function()
-- is this a map or an array?
if opts.x then
x = opts.x
y = opts.y
z = opts.z
else
x = opts[1]
y = opts[2]
z = opts[3]
end
x = x + 0.0001
y = y + 0.0001
z = z + 0.0001
-- get a heading and force it to a float, or just default to null
heading = opts.heading and (opts.heading + 0.01) or 0
-- add the spawnpoint
addSpawnPoint({
x = x, y = y, z = z,
heading = heading,
model = model
})
-- recalculate the model for storage
if not tonumber(model) then
model = GetHashKey(model, _r)
end
-- store the spawn data in the state so we can erase it later on
state.add('xyz', { x, y, z })
state.add('model', model)
end)
if not s then
Citizen.Trace(e .. "\n")
end
end
-- delete callback follows on the next line
end, function(state, arg)
-- loop through all spawn points to find one with our state
for i, sp in ipairs(spawnPoints) do
-- if it matches...
if sp.x == state.xyz[1] and sp.y == state.xyz[2] and sp.z == state.xyz[3] and sp.model == state.model then
-- remove it.
table.remove(spawnPoints, i)
return
end
end
end)
end)
-- loads a set of spawn points from a JSON string
function loadSpawns(spawnString)
-- decode the JSON string
local data = json.decode(spawnString)
-- do we have a 'spawns' field?
if not data.spawns then
error("no 'spawns' in JSON data")
end
-- loop through the spawns
for i, spawn in ipairs(data.spawns) do
-- and add it to the list (validating as we go)
addSpawnPoint(spawn)
end
end
local spawnNum = 1
function addSpawnPoint(spawn)
-- validate the spawn (position)
if not tonumber(spawn.x) or not tonumber(spawn.y) or not tonumber(spawn.z) then
error("invalid spawn position")
end
-- heading
if not tonumber(spawn.heading) then
error("invalid spawn heading")
end
-- model (try integer first, if not, hash it)
local model = spawn.model
if not tonumber(spawn.model) then
model = GetHashKey(spawn.model)
end
-- is the model actually a model?
if not IsModelInCdimage(model) then
error("invalid spawn model")
end
-- is is even a ped?
-- not in V?
--[[if not IsThisModelAPed(model) then
error("this model ain't a ped!")
end]]
-- overwrite the model in case we hashed it
spawn.model = model
-- add an index
spawn.idx = spawnNum
spawnNum = spawnNum + 1
-- all OK, add the spawn entry to the list
table.insert(spawnPoints, spawn)
return spawn.idx
end
-- removes a spawn point
function removeSpawnPoint(spawn)
for i = 1, #spawnPoints do
if spawnPoints[i].idx == spawn then
table.remove(spawnPoints, i)
return
end
end
end
-- changes the auto-spawn flag
function setAutoSpawn(enabled)
autoSpawnEnabled = enabled
end
-- sets a callback to execute instead of 'native' spawning when trying to auto-spawn
function setAutoSpawnCallback(cb)
autoSpawnCallback = cb
autoSpawnEnabled = true
end
-- function as existing in original R* scripts
local function freezePlayer(id, freeze)
local player = id
SetPlayerControl(player, not freeze, false)
local ped = GetPlayerPed(player)
if not freeze then
if not IsEntityVisible(ped) then
SetEntityVisible(ped, true)
end
if not IsPedInAnyVehicle(ped) then
SetEntityCollision(ped, true)
end
FreezeEntityPosition(ped, false)
--SetCharNeverTargetted(ped, false)
SetPlayerInvincible(player, false)
else
if IsEntityVisible(ped) then
SetEntityVisible(ped, false)
end
SetEntityCollision(ped, false)
FreezeEntityPosition(ped, true)
--SetCharNeverTargetted(ped, true)
SetPlayerInvincible(player, true)
--RemovePtfxFromPed(ped)
if not IsPedFatallyInjured(ped) then
ClearPedTasksImmediately(ped)
end
end
end
function loadScene(x, y, z)
NewLoadSceneStart(x, y, z, 0.0, 0.0, 0.0, 20.0, 0)
while IsNewLoadSceneActive() do
networkTimer = GetNetworkTimer()
NetworkUpdateLoadScene()
end
end
-- to prevent trying to spawn multiple times
local spawnLock = false
-- spawns the current player at a certain spawn point index (or a random one, for that matter)
function spawnPlayer(spawnIdx, cb)
if spawnLock then
return
end
spawnLock = true
Citizen.CreateThread(function()
DoScreenFadeOut(500)
while IsScreenFadingOut() do
Citizen.Wait(0)
end
-- if the spawn isn't set, select a random one
if not spawnIdx then
spawnIdx = GetRandomIntInRange(1, #spawnPoints + 1)
end
-- get the spawn from the array
local spawn
if type(spawnIdx) == 'table' then
spawn = spawnIdx
else
spawn = spawnPoints[spawnIdx]
end
-- validate the index
if not spawn then
Citizen.Trace("tried to spawn at an invalid spawn index\n")
spawnLock = false
return
end
-- freeze the local player
freezePlayer(PlayerId(), true)
-- if the spawn has a model set
if spawn.model then
RequestModel(spawn.model)
-- load the model for this spawn
while not HasModelLoaded(spawn.model) do
RequestModel(spawn.model)
Wait(0)
end
-- change the player model
SetPlayerModel(PlayerId(), spawn.model)
-- release the player model
SetModelAsNoLongerNeeded(spawn.model)
end
-- preload collisions for the spawnpoint
RequestCollisionAtCoord(spawn.x, spawn.y, spawn.z)
-- spawn the player
--ResurrectNetworkPlayer(GetPlayerId(), spawn.x, spawn.y, spawn.z, spawn.heading)
local ped = GetPlayerPed(-1)
-- V requires setting coords as well
SetEntityCoordsNoOffset(ped, spawn.x, spawn.y, spawn.z, false, false, false, true)
NetworkResurrectLocalPlayer(spawn.x, spawn.y, spawn.z, spawn.heading, true, true, false)
-- gamelogic-style cleanup stuff
ClearPedTasksImmediately(ped)
--SetEntityHealth(ped, 300) -- TODO: allow configuration of this?
RemoveAllPedWeapons(ped) -- TODO: make configurable (V behavior?)
ClearPlayerWantedLevel(PlayerId())
-- why is this even a flag?
--SetCharWillFlyThroughWindscreen(ped, false)
-- set primary camera heading
--SetGameCamHeading(spawn.heading)
--CamRestoreJumpcut(GetGameCam())
-- load the scene; streaming expects us to do it
--ForceLoadingScreen(true)
--loadScene(spawn.x, spawn.y, spawn.z)
--ForceLoadingScreen(false)
while not HasCollisionLoadedAroundEntity(ped) do
Citizen.Wait(0)
end
ShutdownLoadingScreen()
DoScreenFadeIn(500)
while IsScreenFadingIn() do
Citizen.Wait(0)
end
-- and unfreeze the player
freezePlayer(PlayerId(), false)
TriggerEvent('playerSpawned', spawn)
if cb then
cb(spawn)
end
spawnLock = false
end)
end
-- automatic spawning monitor thread, too
local respawnForced
local diedAt
Citizen.CreateThread(function()
-- main loop thing
while true do
Citizen.Wait(50)
local playerPed = GetPlayerPed(-1)
if playerPed and playerPed ~= -1 then
-- check if we want to autospawn
if autoSpawnEnabled then
if NetworkIsPlayerActive(PlayerId()) then
if (diedAt and (GetTimeDifference(GetGameTimer(), diedAt) > 2000)) or respawnForced then
if autoSpawnCallback then
autoSpawnCallback()
else
spawnPlayer()
end
respawnForced = false
end
end
end
if IsEntityDead(playerPed) then
if not diedAt then
diedAt = GetGameTimer()
end
else
diedAt = nil
end
end
end
end)
function forceRespawn()
spawnLock = false
respawnForced = true
end