--[[--------------------------------------------------------------------------------------- Wraith ARS 2X Created by WolfKnight For discussions, information on future updates, and more, join my Discord: https://discord.gg/fD4e6WD MIT License Copyright (c) 2020-2021 WolfKnight Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ---------------------------------------------------------------------------------------]]-- --[[---------------------------------------------------------------------------------- Player info variables ----------------------------------------------------------------------------------]]-- PLY = { ped = PlayerPedId(), veh = nil, inDriverSeat = false, inPassengerSeat = false, vehClassValid = false } -- Returns if the current vehicle fits the validity requirements for the radar to work function PLY:VehicleStateValid() return DoesEntityExist( self.veh ) and self.veh > 0 and self.vehClassValid end -- Used to check if the player is in a position where the radar should be allowed operation function PLY:IsDriver() return self:VehicleStateValid() and self.inDriverSeat end -- Returns if the player is in the front passenger seat of an emergency vehicle function PLY:IsPassenger() return self:VehicleStateValid() and self.inPassengerSeat end -- Returns if the player can view the radar, ensures their vehicle state is valid and that they are a driver or -- a passenger (where valid) function PLY:CanViewRadar() return self:IsDriver() or ( self:IsPassenger() and RADAR:IsPassengerViewAllowed() ) end -- Returns if the player is allowed to control the radar from the passenger seat function PLY:CanControlRadar() return self:IsDriver() or ( self:IsPassenger() and RADAR:IsPassengerControlAllowed() ) end -- Returns the ped in the opposite seat to the player, e.g. if we're the passenger, then return the driver function PLY:GetOtherPed() if ( self:IsDriver() ) then return GetPedInVehicleSeat( PLY.veh, 0 ) elseif ( self:IsPassenger() ) then return GetPedInVehicleSeat( PLY.veh, -1 ) end return nil end -- Returns the server ID of the player in the opposite seat (driver/passenger) function PLY:GetOtherPedServerId() local otherPed = self:GetOtherPed() if ( otherPed ~= nil and otherPed ~= 0 and IsPedAPlayer( otherPed ) ) then local otherPly = GetPlayerServerId( NetworkGetPlayerIndexFromPed( otherPed ) ) return otherPly end return nil end -- The main purpose of this thread is to update the information about the local player, including their -- ped id, the vehicle id (if they're in one), whether they're in a driver seat, and if the vehicle's class -- is valid or not Citizen.CreateThread( function() while ( true ) do PLY.ped = PlayerPedId() PLY.veh = GetVehiclePedIsIn( PLY.ped, false ) PLY.inDriverSeat = GetPedInVehicleSeat( PLY.veh, -1 ) == PLY.ped PLY.inPassengerSeat = GetPedInVehicleSeat( PLY.veh, 0 ) == PLY.ped PLY.vehClassValid = GetVehicleClass( PLY.veh ) == 18 Citizen.Wait( 500 ) end end ) -- This thread is used to check when the player is entering a vehicle and then triggers the sync system Citizen.CreateThread( function() while ( true ) do -- The sync trigger should only start when the player is getting into a vehicle if ( IsPedGettingIntoAVehicle( PLY.ped ) and RADAR:IsPassengerViewAllowed() ) then -- Get the vehicle the player is entering local vehEntering = GetVehiclePedIsEntering( PLY.ped ) -- Only proceed if the vehicle the player is entering is an emergency vehicle if ( GetVehicleClass( vehEntering ) == 18 ) then -- Wait two seconds, this gives enough time for the player to get sat in the seat Citizen.Wait( 2000 ) -- Get the vehicle the player is now in local veh = GetVehiclePedIsIn( PLY.ped, false ) -- Trigger the main sync data function if the vehicle the player is now in is the same as the one they -- began entering if ( veh == vehEntering ) then SYNC:SyncDataOnEnter() end end end Citizen.Wait( 500 ) end end )