- half done

This commit is contained in:
Mustache Dom committed 2026-01-16 02:57:26 -07:00
1 parent d2f70d78ed
commit ebc47ba5d7
41 files changed
+1499 -1012

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+101 -38
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@@ -2,6 +2,20 @@
local minigametype = Config.minigametype
local dispatch = Config.Dispatch
function requestModel(ped, timeout)
timeout = timeout or 15000
local startTime = GetGameTimer()
RequestModel(ped)
while not HasModelLoaded(ped) do
Wait(0)
if GetGameTimer() - startTime > timeout then
Bridge.Prints.Debug('requestModel timed out', ped, GetGameTimer() - startTime)
return false
end
end
return true
end
function minigame()
local time = 0
local game = Config.Minigames
@@ -90,39 +104,19 @@ end
function PoliceCall(chance)
local math = math.random(1,100)
if math <= chance then
if dispatch == 'ps' then
exports['ps-dispatch']:DrugSale()
elseif dispatch == 'cd' then
local data = exports['cd_dispatch']:GetPlayerInfo()
TriggerServerEvent('cd_dispatch:AddNotification', {
job_table = {'police', },
coords = data.coords,
title = '420-69 Drug Sale',
message = 'A '..data.sex..' robbing a store at '..data.street,
flash = 0,
unique_id = data.unique_id,
sound = 1,
blip = { sprite = 431, scale = 1.2, colour = 3, flashes = false, text = '420-69 Drug Sale', time = 5, radius = 0,}
})
elseif dispatch == 'core' then
exports['core_dispatch']:addCall("420-69", "Drugs Are Being Sold", {
{icon="fa-ruler", info="4.5 MILES"},
}, {GetEntityCoords(PlayerPedId())}, "police", 3000, 11, 5 )
elseif dispatch == 'aty' then
exports["aty_dispatch"]:SendDispatch('Drug Sale', '420-69', 40, {'police'})
elseif dispatch == 'qs' then
exports['qs-dispatch']:DrugSale()
elseif dispatch == 'codem' then
local Data = {
type = 'Drug Sale',
header = 'Someone Selling Drugs',
text = 'Hurry up and save the community',
code = '420-69',
}
exports['codem-dispatch']:CustomDispatch(Data)
else
print('Congrats, You Choose 0 of the options :)')
end
Bridge.Dispatch.SendAlert({
message = "Suspisous Handoff",
code = "10-31",
coords = GetEntityCoords(PlayerPedId()),
jobs = {"police"},
blipData = {
sprite = 161,
color = 1,
scale = 1.0
},
time = 300000,
icon = "fas fa-exclamation-triangle"
})
else
return
end
@@ -131,7 +125,7 @@ end
function GetCops(number)
if number == 0 then return true end
local amount = ps.callback('md-drugs:server:GetCoppers')
if amount >= number then return true else ps.notify('You Need '.. number - amount .. ' More Cops To Do This', 'error') end
if amount >= number then return true else Bridge.Notify.SendNotify('You Need '.. number - amount .. ' More Cops To Do This', 'error') end
end
function Freeze(entity, toggle, head)
@@ -249,8 +243,77 @@ RegisterCommand('DrugRep', function()
})
end, false)
function handleGang(gang)
if gang == nil or gang == '' or gang == "" then return true end
if ps.getGangName() == gang or gang == 1 then return true end
return false
if Bridge.Framework.GetResourceName() == 'es_extended' then
function handleGang(gang)
return true
end
else
function handleGang(gang)
if not gang then
return true
end
if #gang == 0 then
return true
end
local data = Bridge.Framework.GetPlayerData()
if not data.gang then
return false
end
return data.gang.name == gang
end
end
if Config.Emotes == 'rp' then
function playEmote(emote)
return exports["rpemotes"]:EmoteCommandStart(emote)
end
function stopEmote()
return exports["rpemotes"]:EmoteCancel()
end
end
if Config.Emotes == 'dp' then
function playEmote(emote)
TriggerEvent('animations:client:EmoteCommandStart', {emote})
end
function stopEmote()
TriggerEvent('animations:client:EmoteCommandStart', {"c"})
end
end
if Config.Emotes == 'scully' then
function playEmote(emote)
exports.scully_emotemenu:playEmoteByCommand(emote)
end
function stopEmote()
exports.scully_emotemenu:cancelEmote()
end
end
if Config.Emotes == 'custom' then
function playEmote(emote)
TriggerEvent('animations:client:EmoteCommandStart', {emote})
end
function stopEmote()
TriggerEvent('animations:client:EmoteCommandStart', {"c"})
end
end
function progressbar(text, time, emote, cancel)
playEmote(emote)
if not cancel then
cancel = {
move = true,
car = true,
combat = true
}
end
local success = Bridge.ProgressBar.Open({
duration = time,
label = text,
canCancel = true,
disable = cancel,
})
stopEmote()
return success
end