- remove callback calls

This commit is contained in:
Mustachedom committed 2026-08-18 00:13:37 -07:00
1 parent 07530a8662
commit d85a1300d5
16 files changed
+8 -388

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+1 -3
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@@ -44,7 +44,6 @@ Bridge.RegisterModule("Inventory", Inventory)
Bridge.RegisterModule("Notify", Notify) Bridge.RegisterModule("Notify", Notify)
Bridge.RegisterModule("HelpText", HelpText) Bridge.RegisterModule("HelpText", HelpText)
Bridge.RegisterModule("Clothing", Clothing) Bridge.RegisterModule("Clothing", Clothing)
Bridge.RegisterModule("Language", Language)
Bridge.RegisterModule("Doorlock", Doorlock) Bridge.RegisterModule("Doorlock", Doorlock)
Bridge.RegisterModule("Phone", Phone) Bridge.RegisterModule("Phone", Phone)
Bridge.RegisterModule("Dispatch", Dispatch) Bridge.RegisterModule("Dispatch", Dispatch)
@@ -79,5 +78,4 @@ Bridge.RegisterModule("Weather", Weather)
Bridge.RegisterModule("Target", Target) Bridge.RegisterModule("Target", Target)
Bridge.RegisterModule("Menu", Menu) Bridge.RegisterModule("Menu", Menu)
Bridge.RegisterModule("Dialogue", Dialogue) Bridge.RegisterModule("Dialogue", Dialogue)
Bridge.RegisterModule("Zones", cZones)
-1
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@@ -1,5 +1,4 @@
Utility = Utility or Require("lib/utility/client/utility.lua") Utility = Utility or Require("lib/utility/client/utility.lua")
Ids = Ids or Require("lib/utility/shared/ids.lua")
Point = Point or Require("lib/points/client/points.lua") Point = Point or Require("lib/points/client/points.lua")
ClientEntity = { ClientEntity = {
All = {}, All = {},
@@ -1,359 +0,0 @@
DefaultActions = {}
ClientEntityActions = ClientEntityActions or Require("lib/entities/client/client_entity_actions.lua")
LA = LA or Require("lib/utility/shared/la.lua")
--- Internal implementation for walking. Registered via RegisterAction.
function DefaultActions.WalkTo(entityData, coords, speed, timeout)
local entity = entityData.spawned
local entityId = entityData.id -- Store ID locally for safety in thread
if not entity or not DoesEntityExist(entity) or not IsEntityAPed(entity) then
ClientEntityActions.IsActionRunning[entityId] = false
ClientEntityActions.ProcessNextAction(entityId) -- Try next action if this one failed immediately
return
end
-- Clear previous tasks just in case
ClearPedTasks(entity)
local thread = CreateThread(function()
TaskGoToCoordAnyMeans(entity, coords.x, coords.y, coords.z, speed or 1.0, 0, false, 786603, timeout or -1)
-- Wait until task is completed/interrupted or entity is despawned/changed
local entityCoords = GetEntityCoords(entity)
while ClientEntityActions.IsActionRunning[entityId] and entityData.spawned == entity and DoesEntityExist(entity) and #(entityCoords - coords) > 2.0 do
entityCoords = GetEntityCoords(entity)
Wait(0) -- Yield to avoid freezing the game
end
ClientEntityActions.ActionThreads[entityId] = nil -- Clear thread reference
-- Only process next action if this thread was the one running the action
if ClientEntityActions.IsActionRunning[entityId] then
ClientEntityActions.IsActionRunning[entityId] = false
ClientEntityActions.ProcessNextAction(entityId)
end
end)
ClientEntityActions.ActionThreads[entityId] = thread
end
--- Internal implementation for playing an animation. Registered via RegisterAction.
--- @param entityData table
--- @param animDict string
--- @param animName string
--- @param blendIn number (Optional, default 8.0)
--- @param blendOut number (Optional, default -8.0)
--- @param duration number (Optional, default -1 for loop/until stopped)
--- @param flag number (Optional, default 0)
--- @param playbackRate number (Optional, default 0.0)
function DefaultActions.PlayAnim(entityData, animDict, animName, blendIn, blendOut, duration, flag, playbackRate)
local entity = entityData.spawned
local entityId = entityData.id
if not entity or not DoesEntityExist(entity) or not IsEntityAPed(entity) then
ClientEntityActions.IsActionRunning[entityId] = false
ClientEntityActions.ProcessNextAction(entityId)
return
end
blendIn = blendIn or 8.0
blendOut = blendOut or -8.0
duration = duration or -1
flag = flag or 0
playbackRate = playbackRate or 0.0
local thread = CreateThread(function()
if not HasAnimDictLoaded(animDict) then
RequestAnimDict(animDict)
local timeout = 100
while not HasAnimDictLoaded(animDict) and timeout > 0 do
Wait(10)
timeout = timeout - 1
end
end
if HasAnimDictLoaded(animDict) then
TaskPlayAnim(entity, animDict, animName, blendIn, blendOut, duration, flag, playbackRate, false, false, false)
-- Wait for completion or interruption
local startTime = GetGameTimer()
local animTime = duration > 0 and (startTime + duration) or -1
while ClientEntityActions.IsActionRunning[entityId] and entityData.spawned == entity and DoesEntityExist(entity) do
local isPlaying = IsEntityPlayingAnim(entity, animDict, animName, 3)
-- Break conditions:
-- 1. Action was stopped/skipped externally
-- 2. Entity changed/despawned
-- 3. Animation finished naturally (if not looping based on flags/duration)
-- 4. Duration expired (if duration > 0)
if not ClientEntityActions.IsActionRunning[entityId] or entityData.spawned ~= entity or not DoesEntityExist(entity) then break end
if duration == -1 and not isPlaying and GetEntityAnimCurrentTime(entity, animDict, animName) > 0.1 then break end -- Check if non-looping anim finished
if animTime ~= -1 and GetGameTimer() >= animTime then break end
Wait(100) -- Check periodically
end
-- Don't remove dict here if other actions might use it immediately after
-- Consider a separate cleanup mechanism if needed
else
print(string.format("[ClientEntityActions] Failed to load anim dict '%s' for entity %s", animDict, entityId))
end
-- Crucial: Mark as finished and process next
if ClientEntityActions.IsActionRunning[entityId] then
ClientEntityActions.IsActionRunning[entityId] = false
ClientEntityActions.ProcessNextAction(entityId)
end
end)
ClientEntityActions.ActionThreads[entityId] = thread
end
--- Internal implementation for lerping. Registered via RegisterAction.
function DefaultActions.LerpTo(entityData, targetCoords, duration, easingType, easingDirection)
local entity = entityData.spawned
local entityId = entityData.id -- Store ID locally
if not entity or not DoesEntityExist(entity) then
ClientEntityActions.IsActionRunning[entityId] = false
ClientEntityActions.ProcessNextAction(entityId) -- Try next action if this one failed immediately
return
end
local startCoords = GetEntityCoords(entity)
local startTime = GetGameTimer()
easingType = easingType or "linear"
easingDirection = easingDirection or "inout"
local thread = CreateThread(function()
while GetGameTimer() < startTime + duration do
-- Check if action should continue
if not ClientEntityActions.IsActionRunning[entityId] or not entityData.spawned or entityData.spawned ~= entity or not DoesEntityExist(entity) then
break -- Stop if entity despawned, changed, or action was stopped/skipped
end
local elapsed = GetGameTimer() - startTime
local t = LA.Clamp(elapsed / duration, 0.0, 1.0)
local easedT = LA.EaseInOut(t, easingType) -- Default
if easingDirection == "in" then
easedT = LA.EaseIn(t, easingType)
elseif easingDirection == "out" then
easedT = LA.EaseOut(t, easingType)
end
local currentPos = LA.LerpVector(startCoords, targetCoords, easedT)
SetEntityCoordsNoOffset(entity, currentPos.x, currentPos.y, currentPos.z, false, false, false)
Wait(0)
end
-- Ensure final position if completed fully and action wasn't stopped/skipped
if ClientEntityActions.IsActionRunning[entityId] and entityData.spawned == entity and DoesEntityExist(entity) then
SetEntityCoordsNoOffset(entity, targetCoords.x, targetCoords.y, targetCoords.z, false, false, false)
end
ClientEntityActions.ActionThreads[entityId] = nil -- Clear thread reference
-- Only process next action if this thread was the one running the action
if ClientEntityActions.IsActionRunning[entityId] then
ClientEntityActions.IsActionRunning[entityId] = false
ClientEntityActions.ProcessNextAction(entityId)
end
end)
ClientEntityActions.ActionThreads[entityId] = thread
end
--- Internal implementation for attaching a prop. Registered via RegisterAction.
--- This action completes immediately after attaching. Use DetachProp to remove.
--- @param entityData table
--- @param propModel string|number
--- @param boneIndex number (Optional, default -1 for root)
--- @param offsetPos vector3 (Optional, default vector3(0,0,0))
--- @param offsetRot vector3 (Optional, default vector3(0,0,0))
--- @param useSoftPinning boolean (Optional, default false)
--- @param collision boolean (Optional, default false)
--- @param isPed boolean (Optional, default false) - Seems unused in native?
--- @param vertexIndex number (Optional, default 2) - Seems unused in native?
--- @param fixedRot boolean (Optional, default true)
function DefaultActions.AttachProp(entityData, propModel, boneName, offsetPos, offsetRot, useSoftPinning, collision, isPed, vertexIndex, fixedRot)
local entity = entityData.spawned
local entityId = entityData.id
if not entity or not DoesEntityExist(entity) then
ClientEntityActions.IsActionRunning[entityId] = false
ClientEntityActions.ProcessNextAction(entityId)
return
end
local modelHash = Utility.GetEntityHashFromModel(propModel)
if not Utility.LoadModel(modelHash) then
ClientEntityActions.IsActionRunning[entityId] = false
ClientEntityActions.ProcessNextAction(entityId)
return
end
local boneIndex = GetEntityBoneIndexByName(entity, boneName)
local coords = GetEntityCoords(entity)
local prop = CreateObject(modelHash, coords.x, coords.y, coords.z, false, false, false)
SetModelAsNoLongerNeeded(modelHash)
boneIndex = boneIndex or GetPedBoneIndex(entity, 60309) -- SKEL_R_Hand if not specified and is ped
if boneIndex == -1 then boneIndex = 0 end -- Default to root if bone not found or not ped
offsetPos = offsetPos or vector3(0.0, 0.0, 0.0)
offsetRot = offsetRot or vector3(0.0, 0.0, 0.0)
AttachEntityToEntity(prop, entity, boneIndex, offsetPos.x, offsetPos.y, offsetPos.z, offsetRot.x, offsetRot.y, offsetRot.z, false, useSoftPinning or false, collision or false, isPed or false, vertexIndex or 2, fixedRot == nil and true or fixedRot)
entityData.props = entityData.props or {} -- Ensure props table exists
table.insert(entityData.props, prop) -- Store the prop handle in the entity data
-- Store the attached prop handle for later removal
if not entityData.attachedProps then entityData.attachedProps = {} end
entityData.attachedProps[propModel] = prop -- Store by model name/hash for easy lookup
-- This action finishes immediately
ClientEntityActions.IsActionRunning[entityId] = false
ClientEntityActions.ProcessNextAction(entityId)
end
--- Internal implementation for detaching a prop. Registered via RegisterAction.
--- @param entityData table
--- @param propModel string|number The model name/hash of the prop to detach.
function DefaultActions.DetachProp(entityData, propModel)
local entityId = entityData.id
if entityData.attachedProps and propModel then
local propHandle = entityData.attachedProps[propModel]
if propHandle and DoesEntityExist(propHandle) then
DetachEntity(propHandle, true, true) -- Detach
DeleteEntity(propHandle) -- Delete
entityData.attachedProps[propModel] = nil -- Remove from tracking
-- print(string.format("[ClientEntityActions] Detached prop '%s' from entity %s", propModel, entityId))
else
-- print(string.format("[ClientEntityActions] Prop '%s' not found attached to entity %s for detachment.", propModel, entityId))
end
else
-- print(string.format("[ClientEntityActions] No props tracked or propModel not specified for detachment on entity %s.", entityId))
end
-- This action finishes immediately
-- ClientEntityActions.IsActionRunning[entityId] = false
-- ClientEntityActions.ProcessNextAction(entityId)
end
function DefaultActions.GetInCar(entityData, vehicleData, seatIndex, timeout)
local entity = entityData.spawned
local vehicle = vehicleData.spawned
local entityId = entityData.id
if not entity or not DoesEntityExist(entity) or not IsEntityAPed(entity) then
ClientEntityActions.IsActionRunning[entityId] = false
ClientEntityActions.ProcessNextAction(entityId) -- Try next action if this one failed immediately
return
end
if not vehicle or not DoesEntityExist(vehicle) or not IsEntityAVehicle(vehicle) then
ClientEntityActions.IsActionRunning[entityId] = false
ClientEntityActions.ProcessNextAction(entityId) -- Try next action if this one failed immediately
return
end
-- Clear previous tasks just in case
ClearPedTasks(entity)
local thread = CreateThread(function()
TaskEnterVehicle(entity, vehicle, timeout or 1000, seatIndex or -1, 1.0, 1, 0) -- Enter vehicle
Wait(timeout or 1000) -- Wait for a bit to ensure the task is completed
ClientEntityActions.ActionThreads[entityId] = nil -- Clear thread reference
-- Only process next action if this thread was the one running the action
if ClientEntityActions.IsActionRunning[entityId] then
ClientEntityActions.IsActionRunning[entityId] = false
ClientEntityActions.ProcessNextAction(entityId)
end
end)
ClientEntityActions.ActionThreads[entityId] = thread
end
function DefaultActions.Freeze(entityData, freeze)
local entity = entityData.spawned
local entityId = entityData.id
if not entity or not DoesEntityExist(entity) then
ClientEntityActions.IsActionRunning[entityId] = false
ClientEntityActions.ProcessNextAction(entityId) -- Try next action if this one failed immediately
return
end
FreezeEntityPosition(entity, freeze or true)
-- This action finishes immediately
ClientEntityActions.IsActionRunning[entityId] = false
ClientEntityActions.ProcessNextAction(entityId)
end
function DefaultActions.PlaceOnGround(entityData)
local entity = entityData.spawned
local entityId = entityData.id
if not entity or not DoesEntityExist(entity) then
ClientEntityActions.IsActionRunning[entityId] = false
ClientEntityActions.ProcessNextAction(entityId) -- Try next action if this one failed immediately
return
end
PlaceObjectOnGroundProperly(entity)
-- This action finishes immediately
-- ClientEntityActions.IsActionRunning[entityId] = false
-- ClientEntityActions.ProcessNextAction(entityId)
end
function DefaultActions.BobUpAndDown(entityData, speed, height)
local entity = entityData.spawned
local entityId = entityData.id
if not entity or not DoesEntityExist(entity) then
ClientEntityActions.IsActionRunning[entityId] = false
ClientEntityActions.ProcessNextAction(entityId) -- Try next action if this one failed immediately
return
end
CreateThread(function()
local coords = GetEntityCoords(entity)
local originalZ = coords.z
while DoesEntityExist(entity) do
-- Calculate the new Z coordinate
local newZ = originalZ + math.sin(GetGameTimer() * (speed / 1000)) * height
-- Set the new coordinates
SetEntityCoords(entity, coords.x, coords.y, newZ)
-- Wait for 10 milliseconds
Wait(10)
end
end)
-- ClientEntityActions.IsActionRunning[entityId] = false
-- ClientEntityActions.ProcessNextAction(entityId) -- Try next action if this one failed immediately
end
function DefaultActions.Circle(entityData, radius, speed)
local entity = entityData.spawned
local entityId = entityData.id
if not entity or not DoesEntityExist(entity) then
ClientEntityActions.IsActionRunning[entityId] = false
ClientEntityActions.ProcessNextAction(entityId) -- Try next action if this one failed immediately
return
end
local coords = GetEntityCoords(entity)
local angle = 0.0
CreateThread(function()
while DoesEntityExist(entity) do
FreezeEntityPosition(entity, false)
local pos = LA.Circle(angle, radius, coords)
SetEntityCoords(entity, pos.x, pos.y, pos.z, false, false, false, false)
angle = angle + speed * GetFrameTime()
FreezeEntityPosition(entity, true)
Wait(0)
end
end)
-- ClientEntityActions.IsActionRunning[entityId] = false
-- ClientEntityActions.ProcessNextAction(entityId) -- Try next action if this one failed immediately
end
function DefaultActions.Collisions(entityData, enable, keepPhysics)
local entity = entityData.spawned
SetEntityCollision(entity, enable, keepPhysics)
end
for name, func in pairs(DefaultActions) do
ClientEntityActions.RegisterAction(name, func)
end
return ClientEntityActions
+1 -1
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@@ -1,4 +1,4 @@
Ids = Ids or Require("lib/utility/shared/ids.lua")
local Entities = {} local Entities = {}
ServerEntity = {} -- Renamed from EntityRelay ServerEntity = {} -- Renamed from EntityRelay
+2 -3
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@@ -36,7 +36,6 @@ end
cLib = { cLib = {
Require = Require, Require = Require,
LA = LA or Require("lib/utility/shared/la.lua")
} }
exports('cLib', cLib) exports('cLib', cLib)
@@ -54,11 +53,11 @@ if IsDuplicityVersion() then return cLib end
cLib.Placeable = Placeable or Require("lib/placers/client/object_placer.lua") cLib.Placeable = Placeable or Require("lib/placers/client/object_placer.lua")
cLib.Utility = Utility or Require("lib/utility/client/utility.lua") cLib.Utility = Utility or Require("lib/utility/client/utility.lua")
cLib.PlaceableObject = Require("lib/placers/client/placeable_object.lua") cLib.PlaceableObject = ObjectPlacer or Require("lib/placers/client/placeable_object.lua")
cLib.Point = Point or Require("lib/points/client/points.lua") cLib.Point = Point or Require("lib/points/client/points.lua")
cLib.Entity = ClientEntity or Require("lib/entities/client/client_entity.lua") cLib.Entity = ClientEntity or Require("lib/entities/client/client_entity.lua")
-- Deprecated -- Deprecated
cLib.ClientEntity = cLib.Entity cLib.ClientEntity = cLib.Entity
return cLib return cLib
-1
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@@ -1,6 +1,5 @@
---@diagnostic disable: duplicate-set-field ---@diagnostic disable: duplicate-set-field
Clothing = Clothing or {} Clothing = Clothing or {}
Callback = Callback or Require("lib/callback/shared/callback.lua")
local ClothingBackup = {} local ClothingBackup = {}
-1
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@@ -1,7 +1,6 @@
---@diagnostic disable: duplicate-set-field ---@diagnostic disable: duplicate-set-field
Clothing = Clothing or {} Clothing = Clothing or {}
Clothing.LastAppearance = Clothing.LastAppearance or {} Clothing.LastAppearance = Clothing.LastAppearance or {}
Callback = Callback or Require("lib/callback/shared/callback.lua")
---This will get the name of the in use resource. ---This will get the name of the in use resource.
---@return string ---@return string
-2
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@@ -5,8 +5,6 @@ if GetResourceState('17mov_CharacterSystem') ~= 'missing' then return end
Clothing = Clothing or {} Clothing = Clothing or {}
Clothing.Players = {} Clothing.Players = {}
Callback = Callback or Require("lib/utility/shared/callbacks.lua")
Table = Table or Require('lib/utility/shared/tables.lua')
---Internal function to get the full appearance data including skin, model, and converted format ---Internal function to get the full appearance data including skin, model, and converted format
---@param src number The server ID of the player ---@param src number The server ID of the player
@@ -5,8 +5,6 @@ if GetResourceState('17mov_CharacterSystem') ~= 'missing' then return end
Clothing = Clothing or {} Clothing = Clothing or {}
Clothing.Players = {} Clothing.Players = {}
Callback = Callback or Require("lib/utility/shared/callbacks.lua")
Table = Table or Require('lib/utility/shared/tables.lua')
--- Internal function to get the full appearance data including skin, model, and converted format --- Internal function to get the full appearance data including skin, model, and converted format
---@param src number The server ID of the player ---@param src number The server ID of the player
@@ -5,8 +5,6 @@ if GetResourceState('17mov_CharacterSystem') ~= 'missing' then return end
Clothing = Clothing or {} Clothing = Clothing or {}
Clothing.Players = {} Clothing.Players = {}
Callback = Callback or Require("lib/utility/shared/callbacks.lua")
Table = Table or Require('lib/utility/shared/tables.lua')
--- Internal function to get the full appearance data including skin, model, and converted format --- Internal function to get the full appearance data including skin, model, and converted format
---@param src number The server ID of the player ---@param src number The server ID of the player
+4 -6
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@@ -5,9 +5,7 @@ if GetResourceState('17mov_CharacterSystem') ~= 'missing' then return end
Clothing = Clothing or {} Clothing = Clothing or {}
Clothing.Players = {} Clothing.Players = {}
Callback = Callback or Require("lib/utility/shared/callbacks.lua") local qb = exports['qb-core'] -- probably easiest for now to call the Framework module
Table = Table or Require('lib/utility/shared/tables.lua')
QBCore = QBCore or exports['qb-core']:GetCoreObject() -- probably easiest for now to call the Framework module
--- Internal function to get the full appearance data including skin, model, and converted format --- Internal function to get the full appearance data including skin, model, and converted format
---@param src number The server ID of the player ---@param src number The server ID of the player
@@ -15,7 +13,7 @@ QBCore = QBCore or exports['qb-core']:GetCoreObject() -- probably easiest for no
function Clothing.GetFullAppearanceData(src) function Clothing.GetFullAppearanceData(src)
src = src and tonumber(src) src = src and tonumber(src)
assert(src, "src is nil") assert(src, "src is nil")
local Player = QBCore.Functions.GetPlayer(src) local Player = qb:GetPlayer(src)
if not Player then return end if not Player then return end
local citId = Player.PlayerData.citizenid local citId = Player.PlayerData.citizenid
if not citId then return end if not citId then return end
@@ -66,7 +64,7 @@ end
function Clothing.SetAppearance(src, data, updateBackup, save) function Clothing.SetAppearance(src, data, updateBackup, save)
src = src and tonumber(src) src = src and tonumber(src)
assert(src, "src is nil") assert(src, "src is nil")
local Player = QBCore.Functions.GetPlayer(src) local Player = qb:GetPlayer(src)
if not Player then return end if not Player then return end
local citId = Player.PlayerData.citizenid local citId = Player.PlayerData.citizenid
if not citId then return end if not citId then return end
@@ -136,7 +134,7 @@ end
AddEventHandler('community_bridge:Server:OnPlayerLoaded', function(src) AddEventHandler('community_bridge:Server:OnPlayerLoaded', function(src)
src = src and tonumber(src) src = src and tonumber(src)
assert(src, "src is nil") assert(src, "src is nil")
local Player = QBCore.Functions.GetPlayer(src) local Player = qb:GetPlayer(src)
if not Player then return end if not Player then return end
local citId = Player.PlayerData.citizenid local citId = Player.PlayerData.citizenid
if not citId then return end if not citId then return end
-1
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@@ -2,7 +2,6 @@
if GetResourceState('es_extended') ~= 'started' then return end if GetResourceState('es_extended') ~= 'started' then return end
ESX = exports.es_extended:getSharedObject() ESX = exports.es_extended:getSharedObject()
Callback = Callback or Require("lib/callback/shared/callback.lua")
Framework = Framework or {} Framework = Framework or {}
-2
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@@ -1,8 +1,6 @@
---@diagnostic disable: duplicate-set-field ---@diagnostic disable: duplicate-set-field
if GetResourceState('es_extended') ~= 'started' then return end if GetResourceState('es_extended') ~= 'started' then return end
Prints = Prints or Require("lib/utility/shared/prints.lua")
Callback = Callback or Require("lib/callback/shared/callback.lua")
ESX = exports.es_extended:getSharedObject() ESX = exports.es_extended:getSharedObject()
-1
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@@ -2,7 +2,6 @@
local resourceName = "okokPhone" local resourceName = "okokPhone"
if GetResourceState(resourceName) == 'missing' then return end if GetResourceState(resourceName) == 'missing' then return end
Phone = Phone or {} Phone = Phone or {}
Callback = Callback or Require("lib/callback/shared/callback.lua")
---This will get the name of the Phone system being being used. ---This will get the name of the Phone system being being used.
---@return string ---@return string
-1
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@@ -17,7 +17,6 @@
local resourceName = "okokPhone" local resourceName = "okokPhone"
if GetResourceState(resourceName) == 'missing' then return end if GetResourceState(resourceName) == 'missing' then return end
Phone = Phone or {} Phone = Phone or {}
Callback = Callback or Require("lib/callback/shared/callback.lua")
---This will get the name of the Phone system being being used. ---This will get the name of the Phone system being being used.
---@return string ---@return string
-2
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@@ -1,8 +1,6 @@
---@diagnostic disable: duplicate-set-field ---@diagnostic disable: duplicate-set-field
--- ---
---TODO: fix points
Target = Target or {} Target = Target or {}
Ids = Ids or Require("lib/utility/shared/ids.lua")
local InteractIds = {} local InteractIds = {}