Accessible code
Config = {
Locale = 'en',
FrameworkName = IsESX() and 'es_extended' or 'qb-core',
PlayerLoadedEvent = {
esx = 'esx:playerLoaded',
qb = 'QBCore:Client:OnPlayerLoaded'
},
FlashLightWeapon = `WEAPON_FLASHLIGHT`,
-- Evidence will be wiped after remaining unchanged for the given time
DeleteEvidenceTime = '6 MONTH',
EvidenceDatabase = {
{
coords = vec3(441.754, -996.019, 30.690),
/*
table hash > groups = { ['police'] = 1, ['sheriff'] = 5 } > grade 1 (and above) police and grade 5 (and above) sheriff can access
table array > groups = { 'police', 'sheriff' } > police and sherrif can access, no grade check
string > groups = 'police' > only once job can access, no grade checks
*/
groups = { ['police'] = 1 },
Marker = { type = 2, scaleX = 0.3, scaleY = 0.2, scaleZ = 0.15, r = 30, g = 150, b = 30 },
},
-- you can add more
},
Features = {
BloodGround = true, -- Drops blood evidence on the ground upon death.
WeaponBlood = true, -- Leaves blood evidence of the target when hitting somebody with a melee weapon (requires ox_inventory). (todo)
BulletAndShell = true, -- Leaves bullet shell on the ground while firing a weapon.
Bullet = true, -- Leaves bullet evidence if bullet hits anything
ShellsInVehicle = true, -- Allows searching for bullets in vehicles. (todo)
FingerprintsVehicle = true, -- Leaves fingerprint evidence upon entering a vehicle without wearing gloves. (todo)
FingerprintsWeapon = true, -- Leaves fingerprint evidence upon using a weapon without wearing gloves. (todo)
},
/*
%d/%m/%Y day/month/year
%d-%m-%Y day-month-year
%m/%d/%Y month/day/year
%m-%d-%Y month-day-year
%Y/%d/%m year/day/month
%Y-%d-%m year-day-month
etc
*/
DateFormat = '%d/%m/%Y', -- day/month/year
-- variations that DOESN'T have gloves, might be differnet for you, depending on clothing pack
Gloves = {
[`mp_m_freemode_01`] = {
0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10,
11, 12, 13, 14, 15, 18, 26, 52,
53, 54, 55, 56, 57, 58, 59, 60,
61, 62, 112, 113, 114, 118, 125, 132
},
[`mp_f_freemode_01`] = {
0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10,
11, 12, 13, 14, 15, 19, 59, 60, 61,
62, 63, 64, 65, 66, 67, 68, 69, 70,
71, 129, 130, 131, 135, 142, 149, 153,
157, 161, 165
},
-- this models have gloves by default, you can add them here
[`s_m_y_swat_01`] = true,
/*
[`model_name`] = { variations that doesnt have gloves }
if case you use ped that has gloves by default but cant change variations (example s_m_y_swat_01 above),
you will do next
[`model_name`] = true
*/
},
BulletAndShell = {
/*
table hash > CollectEvidenceGroups = { ['police'] = 1, ['sheriff'] = 5 } > grade 1 (and above) police and grade 5 (and above) sheriff can access
table array > CollectEvidenceGroups = { 'police', 'sheriff' } > police and sherrif can access, no grade check
string > CollectEvidenceGroups = 'police' > only once job can access, no grade checks
string > CollectEvidenceGroups = '' > everyone can collect evidence
*/
CollectEvidenceGroups = '',
-- for how long it will collect evidence, 5000ms = 5 sec
CollectingTime = 5000,
-- for how long it will analyze evidence, 5000ms = 5 sec
AnalyzingTime = 5000,
-- for how long it will analyze weapon, 10000ms = 10 sec
AnalyzingWeaponTime = 1000,
-- jobs that dont leave bullet evidence on ground when shooting
NoBulletEvidenceJob = {
['police'] = true,
-- you can add more
},
-- weapons that should not leave bullet evidence when shooting
BlacklistWeapons = {
[`weapon_stungun`] = true,
-- you can add more
},
Shell = { type = 2, scaleX = 0.1, scaleY = 0.05, scaleZ = 0.07, r = 188, g = 159, b = 96 },
Bullet = { type = 2, scaleX = 0.1, scaleY = 0.05, scaleZ = 0.07, r = 182, g = 122, b = 94 },
-- time in minutes before evidence disappears
RemoveTime = 25,
-- police and grade that can delete evidence from database, must be hash
DeleteEvidence = { ['police'] = 2 },
-- you can add as many as you want
Scanner = {
{
type = 'shell', -- scanner for shells or bullet
coords = vec3(441.882, -991.446, 30.690),
/*
table hash > groups = { ['police'] = 1, ['sheriff'] = 5 } > grade 1 (and above) police and grade 5 (and above) sheriff can access
table array > groups = { 'police', 'sheriff' } > police and sherrif can access, no grade check
string > groups = 'police' > only once job can access, no grade checks
*/
groups = { ['police'] = 1 },
Marker = { type = 2, scaleX = 0.3, scaleY = 0.2, scaleZ = 0.15, r = 30, g = 150, b = 30 },
},
{
type = 'bullet',
coords = vec3(437.030, -990.831, 30.690),
groups = { ['police'] = 1 },
Marker = { type = 2, scaleX = 0.3, scaleY = 0.2, scaleZ = 0.15, r = 30, g = 150, b = 30 },
},
-- you can add more
},
EvidenceReport = {
date = true, -- date when evidence was created
time = true, -- time when evidence was created
street = true, -- street address where evidence was created
ammolabel = true, -- type of weapon it was fired from, AmmoLabels
weaponSerial = true, -- serial number of weapon it was fired from, kinda op?
analyst = true, -- name of player who analysed evidence
color = true, -- color of vehicle (if bullet was taken out from vehicle)
plate = true, -- plate of vehicle where shell was taken from
}
},
Weapon = {
Scanner = {
{
coords = vec3(437.693, -994.525, 30.690),
/*
table hash > groups = { ['police'] = 1, ['sheriff'] = 5 } > grade 1 (and above) police and grade 5 (and above) sheriff can access
table array > groups = { 'police', 'sheriff' } > police and sherrif can access, no grade check
string > groups = 'police' > only once job can access, no grade checks
*/
groups = { ['police'] = 1 },
Marker = { type = 2, scaleX = 0.3, scaleY = 0.2, scaleZ = 0.15, r = 30, g = 150, b = 30 },
},
-- you can add more
},
-- police and grade that can delete evidence from database, must be hash
DeleteEvidence = { ['police'] = 2 },
EvidenceReport = {
date = true, -- date when evidence was scanned
weaponLabel = true, -- label of weapon
time = true, -- time when evidence was scanned
ammolabel = true, -- type of weapon it was fired from, AmmoLabels
weaponSerial = true, -- serial number of weapon
analyst = true, -- name of player who analysed evidence
fingerprint = true, -- fingerprints of last person who used gun (if not wearing gloves)
dna = true, -- DNA of victim
}
},
Blood = {
/*
table hash > CollectEvidenceGroups = { ['police'] = 1, ['sheriff'] = 5 } > grade 1 (and above) police and grade 5 (and above) sheriff can access
table array > CollectEvidenceGroups = { 'police', 'sheriff' } > police and sherrif can access, no grade check
string > CollectEvidenceGroups = 'police' > only once job can access, no grade checks
string > CollectEvidenceGroups = '' > everyone can collect evidence
*/
CollectEvidenceGroups = { 'police', 'sheriff' },
-- if ranining, remove evidence?
RemoveEvidenceOnRain = true,
-- time in minutes before evidence disappears
RemoveTime = 25,
-- for how long it will collect evidence, 5000ms = 5 sec
CollectingTime = 5000,
-- for how long it will analyze evidence, 5000ms = 5 sec
AnalyzingTime = 5000,
-- blood on ground marker
Evidence = { type = 2, scaleX = 0.1, scaleY = 0.05, scaleZ = 0.07, r = 255, g = 0, b = 0 },
Scanner = {
{
coords = vec3(439.117, -993.290, 30.690),
/*
table hash > groups = { ['police'] = 1, ['sheriff'] = 5 } > grade 1 (and above) police and grade 5 (and above) sheriff can access
table array > groups = { 'police', 'sheriff' } > police and sherrif can access, no grade check
string > groups = 'police' > only once job can access, no grade checks
*/
groups = { ['police'] = 1 },
Marker = { type = 2, scaleX = 0.3, scaleY = 0.2, scaleZ = 0.15, r = 30, g = 150, b = 30 },
},
-- you can add more
},
-- police and grade that can delete evidence from database, must be hash
DeleteEvidence = { ['police'] = 2 },
EvidenceReport = {
street = true, -- street where blood was found
date = true, -- date when evidence was scanned
time = true, -- time when evidence was scanned
analyst = true, -- name of player who analysed evidence
dna = true, -- DNA of victim
},
},
FingerprintsVehicle = {
/*
table hash > CollectEvidenceGroups = { ['police'] = 1, ['sheriff'] = 5 } > grade 1 (and above) police and grade 5 (and above) sheriff can access
table array > CollectEvidenceGroups = { 'police', 'sheriff' } > police and sherrif can access, no grade check
string > CollectEvidenceGroups = 'police' > only once job can access, no grade checks
string > CollectEvidenceGroups = '' > everyone can collect evidence
*/
CollectEvidenceGroups = { 'police', 'sheriff' },
-- here you can whitelist vehicles in which you do not want to leave fingerprints
WhitelistModels = { `xyz`, },
-- here you can whitelist plates
WhiteListPlates = { 'xyz', },
WhitelistJobs = {
-- xyz and grade 2 and above wont leave fingerprints
['xyz'] = 2
},
-- here you can add your identifier or citizenid
WhitelistIdentifiers = {
'char1:xyz',
},
-- time in msec for searching fingerprints in vehicle
FingerSearching = 2000,
Scanner = {
{
coords = vec3(461.881, -989.336, 24.915),
/*
table hash > groups = { ['police'] = 1, ['sheriff'] = 5 } > grade 1 (and above) police and grade 5 (and above) sheriff can access
table array > groups = { 'police', 'sheriff' } > police and sherrif can access, no grade check
string > groups = 'police' > only once job can access, no grade checks
*/
groups = { ['police'] = 1 },
Marker = { type = 2, scaleX = 0.3, scaleY = 0.2, scaleZ = 0.15, r = 30, g = 150, b = 30 },
},
-- you can add more
},
-- police and grade that can delete evidence from database, must be hash
DeleteEvidence = { ['police'] = 2 },
EvidenceReport = {
street = true, -- street where fingerprints were found
date = true, -- date when evidence was taken
time = true, -- time when evidence was taken
analyst = true, -- name of player who analysed evidence
plate = true, -- vehicle plates
color = true, -- vehicle color
}
},
ShellsInVehicle = {
/*
table hash > CollectEvidenceGroups = { ['police'] = 1, ['sheriff'] = 5 } > grade 1 (and above) police and grade 5 (and above) sheriff can access
table array > CollectEvidenceGroups = { 'police', 'sheriff' } > police and sherrif can access, no grade check
string > CollectEvidenceGroups = 'police' > only once job can access, no grade checks
string > CollectEvidenceGroups = '' > everyone can collect evidence
*/
CollectEvidenceGroups = { 'police', 'sheriff' },
-- jobs that wont leave shell evidence in vehicle
NoShell = {
['police'] = true
},
-- weapons that should not leave shell evidence when shooting
BlacklistWeapons = {
[`weapon_stungun`] = true
},
-- duration for searching for shells in vehicle
SearchingDuration = 2000,
},
Notify = {
blood = true, -- notify player that he have blood on weapon after hitting somebody
printsweapon = true, -- notify player that he left fingerprints on weapon
printsvehicle = true, -- notify player that he left fingerprints in vehicle
},
AmmoLabels = {
[`WEAPON_ADVANCEDRIFLE`] = '5.56x45',
[`WEAPON_APPISTOL`] = '9mm',
[`WEAPON_ASSAULTRIFLE`] = '7.62x39',
[`WEAPON_ASSAULTRIFLE_MK2`] = '7.62x39',
[`WEAPON_ASSAULTSHOTGUN`] = '12 Gauge',
[`WEAPON_ASSAULTSMG`] = '5.56x45',
[`WEAPON_AUTOSHOTGUN`] = '12 Gauge',
[`WEAPON_BULLPUPRIFLE`] = '5.56x45',
[`WEAPON_BULLPUPRIFLE_MK2`] = '5.56x45',
[`WEAPON_BULLPUPSHOTGUN`] = '12 Gauge',
[`WEAPON_CARBINERIFLE`] = '5.56x45',
[`WEAPON_CARBINERIFLE_MK2`] = '5.56x45',
[`WEAPON_CERAMICPISTOL`] = '9mm',
[`WEAPON_COMBATMG`] = '5.56x45',
[`WEAPON_COMBATMG_MK2`] = '7.62x39',
[`WEAPON_COMBATPDW`] = '9mm',
[`WEAPON_COMBATPISTOL`] = '9mm',
[`WEAPON_COMBATSHOTGUN`] = '12 Gauge',
[`WEAPON_COMPACTLAUNCHER`] = '40mm Explosive',
[`WEAPON_COMPACTRIFLE`] = '7.62x39',
[`WEAPON_DBSHOTGUN`] = '12 Gauge',
[`WEAPON_DOUBLEACTION`] = '.38 LC',
[`WEAPON_EMPLAUNCHER`] = 'EMP round',
[`WEAPON_FIREWORK`] = 'Firework',
[`WEAPON_FLAREGUN`] = 'Flare round',
[`WEAPON_GADGETPISTOL`] = '9mm',
[`WEAPON_GRENADELAUNCHER`] = '40mm Explosive',
[`WEAPON_GUSENBERG`] = '.45 ACP',
[`WEAPON_HEAVYPISTOL`] = '.45 ACP',
[`WEAPON_HEAVYRIFLE`] = '5.56x45',
[`WEAPON_HEAVYSHOTGUN`] = '12 Gauge',
[`WEAPON_HEAVYSNIPER`] = '.50 BMG',
[`WEAPON_HEAVYSNIPER_MK2`] = '.50 BMG',
[`WEAPON_HOMINGLAUNCHER`] = 'Rocket',
[`WEAPON_MACHINEPISTOL`] = '9mm',
[`WEAPON_MARKSMANPISTOL`] = '.22 Long Rifle',
[`WEAPON_MARKSMANRIFLE`] = '7.62x51',
[`WEAPON_MARKSMANRIFLE_MK2`] = '7.62x51',
[`WEAPON_MG`] = '7.62x39',
[`WEAPON_MICROSMG`] = '.45 ACP',
[`WEAPON_MILITARYRIFLE`] = '5.56x45',
[`WEAPON_MINIGUN`] = '7.62x39',
[`WEAPON_MINISMG`] = '9mm',
[`WEAPON_MUSKET`] = '.50 Ball',
[`WEAPON_NAVYREVOLVER`] = '.44 Magnum',
[`WEAPON_PISTOL`] = '9mm',
[`WEAPON_PISTOL50`] = '.50 AE',
[`WEAPON_PISTOLXM3`] = '9mm',
[`WEAPON_PISTOL_MK2`] = '9mm',
[`WEAPON_PRECISIONRIFLE`] = '7.62x51',
[`WEAPON_PUMPSHOTGUN`] = '12 Gauge',
[`WEAPON_PUMPSHOTGUN_MK2`] = '12 Gauge',
[`WEAPON_RAILGUN`] = 'Railgun charge',
[`WEAPON_RAILGUNXM3`] = 'Railgun charge',
[`WEAPON_RAYCARBINE`] = 'Laser charge',
[`WEAPON_RAYMINIGUN`] = 'Laser charge',
[`WEAPON_REVOLVER`] = '.44 Magnum',
[`WEAPON_REVOLVER_MK2`] = '.44 Magnum',
[`WEAPON_RPG`] = 'Rocket',
[`WEAPON_SAWNOFFSHOTGUN`] = '12 Gauge',
[`WEAPON_SMG`] = '9mm',
[`WEAPON_SMG_MK2`] = '9mm',
[`WEAPON_SNIPERRIFLE`] = '7.62x51',
[`WEAPON_SNSPISTOL`] = '.45 ACP',
[`WEAPON_SNSPISTOL_MK2`] = '.45 ACP',
[`WEAPON_SPECIALCARBINE`] = '5.56x45',
[`WEAPON_SPECIALCARBINE_MK2`] = '5.56x45',
[`WEAPON_TACTICALRIFLE`] = '5.56x45',
[`WEAPON_TECPISTOL`] = '9mm',
[`WEAPON_VINTAGEPISTOL`] = '9mm',
}
}
Inv = {}
local oxinv = GetResourceState('ox_inventory'):find('start')
local qsinv = GetResourceState('qs-inventory'):find('start')
local qbinv = GetResourceState('qb-inventory'):find('start')
local psinv = GetResourceState('ps-inventory'):find('start')
local ljinv = GetResourceState('lj-inventory'):find('start')
local core = GetResourceState('core_inventory'):find('start')
if oxinv then
Inv = { ox = true, exp = exports.ox_inventory }
elseif qsinv then
Inv = { qs = true, exp = exports['qs-inventory'] }
elseif qbinv or psinv or ljinv then
Inv = { qb = true }
elseif core then
Inv = { core = true, exp = exports.core_inventory }
end
SetTimeout(1000, function()
if table.type(Inv) == 'empty' then
warn("No inventory resource was found, check uniq_evidence/inventory.lua")
end
end)
PlayerData = {}
PlayerLoaded = false
function IsESX()
return GetResourceState("es_extended") ~= "missing"
end
function IsQBCore()
return GetResourceState("qb-core") ~= "missing"
end
function Notify(msg, type)
lib.notify({
description = msg,
type = type
})
end
RegisterNetEvent('uniq_evidence:Notify', Notify)
-- callback is in server/editable.lua
function HasItem(item)
return lib.callback.await('uniq_evidence:HasItem', 100, item)
end
if Inv.ox then
Inv.exp:displayMetadata('evidence_caseId', 'Evidence No')
end
if Inv.core then
function GetCoreInv(source, prefix)
local identifier = GetIdentifier(source)
if identifier then
return IsESX() and ('%s-%s'):format(prefix, identifier:gsub(':','')) or ('%s-%s'):format(prefix, identifier)
end
return false
end
lib.callback.register('uniq_evidence:server:GetCurrentWeaponCore', function(source)
local inventory = GetCoreInv(source, 'primary')
if inventory then
local wep = Inv.exp:getInventory(inventory)[1]
if wep then
return wep
end
end
return false
end)
end
function GetWeaponSerial(src, weapon, slot)
local serial = 'Unknown'
if Inv.ox then
local wep = Inv.exp:GetCurrentWeapon(src)
if wep and wep.metadata then
serial = wep.metadata.serial
end
elseif Inv.qb then
local wep = QBCore.Functions.GetPlayer(src)?.Functions.GetItemByName(QBCore.Shared.Weapons[weapon].name)
if wep and wep.info then
serial = wep.info.serie
end
elseif Inv.qs then
local items = Inv.exp:GetInventory(src)
for k,v in pairs(items) do
if v.name == weapon and slot == v.slot then
if v.info then
serial = v.info.serie
break
end
end
end
elseif Inv.core then
local inventory = GetCoreInv(src, 'primary')
if inventory then
local wep = Inv.exp:getInventory(inventory)[1]
if wep and wep.category == 'weapons' then
serial = wep.info.serial
end
end
end
return serial
end
lib.callback.register('uniq_evidence:HasItem', function(source, item)
if Inv.ox then
local count = Inv.exp:GetItemCount(source, item)
return count > 0
elseif Inv.qb then
return QBCore.Functions.HasItem(source, item, 1)
elseif Inv.qs then
local itemm = Inv.exp:GetItemByName(source, item)
if itemm then
return itemm.amount > 0
end
elseif Inv.core then
local inventory = GetCoreInv(source, 'content')
local Item = Inv.exp:getItem(inventory, item)
if Item then
return Item.count > 0
end
end
end)
function AddItem(source, item, metadata)
if Inv.ox then
Inv.exp:AddItem(source, item, 1, metadata)
elseif Inv.qb then
QBCore.Functions.GetPlayer(source)?.Functions.AddItem(item, 1, nil, metadata)
elseif Inv.qs then
Inv.exp:AddItem(source, item, 1, nil, metadata)
elseif Inv.core then
local inventory = GetCoreInv(source, 'content')
Inv.exp:addItem(inventory, item, 1, metadata, 'content')
end
end
function RemoveItem(source, item, slot)
if Inv.ox then
Inv.exp:RemoveItem(source, item, 1, nil, slot)
elseif Inv.qb then
QBCore.Functions.GetPlayer(source)?.Functions.RemoveItem(item, 1, slot)
elseif Inv.qs then
Inv.exp:RemoveItem(source, item, 1, slot)
elseif Inv.core then
local inventory = GetCoreInv(source, 'content')
local Item = Inv.exp:getInventory(inventory)
if Item then
for k,v in pairs(Item) do
if v.name == item then
Inv.exp:removeItemExact(inventory, v.id, 1)
break
end
end
end
end
end
function GetItemSlot(source, item, caseId)
if Inv.ox then
local items = Inv.exp:Search(source, 'slots', item)
if items then
for k,v in pairs(items) do
if v.metadata.evidence_caseId == caseId then
return v.slot
end
end
end
elseif Inv.qb then
local Player = QBCore.Functions.GetPlayer(source)
for k,v in pairs(Player.PlayerData.items) do
if v.name == item then
if v.info.evidence_caseId == caseId then
return v.slot
end
end
end
elseif Inv.qs then
local items = Inv.exp:GetInventory(source)
for k,v in pairs(items) do
if v.name == item then
if v.info.evidence_caseId == caseId then
return v.slot
end
end
end
elseif Inv.core then
return 0
end
end
lib.callback.register('uniq_evidence:GetEvidenceByType', function(source, typee)
local options = {}
if Inv.ox then
local items = Inv.exp:GetInventoryItems(source)
if items then
for k,v in pairs(items) do
if v.metadata.evidence_type == typee then
options[#options + 1] = { label = v.metadata.evidence_caseId, value = v.metadata.evidence_caseId }
end
end
end
elseif Inv.qb then
local Player = QBCore.Functions.GetPlayer(source)
for k,v in pairs(Player.PlayerData.items) do
if v.info.evidence_type == typee then
options[#options + 1] = { label = v.info.evidence_caseId, value = v.info.evidence_caseId }
end
end
elseif Inv.qs then
local items = Inv.exp:GetInventory(source)
for k,v in pairs(items) do
if v.info.evidence_type == typee then
options[#options + 1] = { label = v.info.evidence_caseId, value = v.info.evidence_caseId }
end
end
elseif Inv.core then
local inventory = GetCoreInv(source, 'content')
if inventory then
local items = Inv.exp:getInventory(inventory)
for k, v in pairs(items) do
if v.info.evidence_type == typee then
options[#options + 1] = { label = v.info.evidence_caseId, value = v.info.evidence_caseId }
end
end
end
end
return options
end)
lib.callback.register('uniq_evidence:GetItemMetadata', function(source, type, caseId)
if Inv.ox then
local items = Inv.exp:GetInventoryItems(source)
if items then
for k,v in pairs(items) do
if v.metadata.evidence_type == type and v.metadata.evidence_caseId == caseId then
return v.metadata
end
end
end
elseif Inv.qb then
local Player = QBCore.Functions.GetPlayer(source)
for k,v in pairs(Player.PlayerData.items) do
if v.info.evidence_type == type and v.info.evidence_caseId == caseId then
return v.info
end
end
elseif Inv.qs then
local items = Inv.exp:GetInventory(source)
for k,v in pairs(items) do
if v.info.evidence_type == type and v.info.evidence_caseId == caseId then
return v.info
end
end
elseif Inv.core then
local inventory = GetCoreInv(source, 'content')
if inventory then
local items = Inv.exp:getInventory(inventory)
for k,v in pairs(items) do
if v.info.evidence_type == type and v.info.evidence_caseId == caseId then
return v.info
end
end
end
end
return {}
end)
if Config.Features.FingerprintsVehicle then
function RegisterUsableItem()
if IsESX() then
ESX.RegisterUsableItem('uv_flashlight', function(source)
TriggerClientEvent('uniq_evidence:CheckFingerprints', source)
end)
ESX.RegisterUsableItem('tweezers', function(source)
TriggerClientEvent('uniq_evidence:CheckForShellsInVeh', source)
end)
elseif IsQBCore() then
QBCore.Functions.CreateUseableItem('uv_flashlight', function(source)
TriggerClientEvent('uniq_evidence:CheckFingerprints', source)
end)
QBCore.Functions.CreateUseableItem('tweezers', function(source)
TriggerClientEvent('uniq_evidence:CheckForShellsInVeh', source)
end)
end
end
CreateThread(RegisterUsableItem)
end
RegisterNetEvent('uniq_evidence:addBloodMetadata', function(weapon, target)
local name = GetName(target)
local src = source
if name then
if Inv.ox then
if weapon and weapon.metadata then
if not weapon.metadata.dna then
weapon.metadata.dna = {}
end
if not lib.table.contains(weapon.metadata.dna, name) then
table.insert(weapon.metadata.dna, name)
Inv.exp:SetMetadata(src, weapon.slot, weapon.metadata)
if Config.Notify.blood then
TriggerClientEvent('uniq_evidence:Notify', src, 'You have blood on your weapon', 'warning')
end
end
end
elseif Inv.qb then
if weapon then
local Player = QBCore.Functions.GetPlayer(src)
if Player then
local item = Player.Functions.GetItemByName(weapon.name)
if item then
if not item.info.dna then
item.info.dna = {}
end
end
if not lib.table.contains(item.info.dna, name) then
table.insert(item.info.dna, name)
Player.PlayerData.items[item.slot].info = item.info
Player.Functions.SetPlayerData('items', Player.PlayerData.items)
if Config.Notify.blood then
TriggerClientEvent('uniq_evidence:Notify', src, 'You have blood on your weapon', 'warning')
end
end
end
end
elseif Inv.qs then
if weapon and weapon.info then
if not weapon.info.dna then
weapon.info.dna = {}
end
if not lib.table.contains(weapon.info.dna, name) then
table.insert(weapon.info.dna, name)
Inv.exp:SetItemMetadata(src, weapon.slot, weapon.info)
if Config.Notify.blood then
TriggerClientEvent('uniq_evidence:Notify', src, 'You have blood on your weapon', 'warning')
end
end
end
elseif Inv.core then
local inventory = GetCoreInv(src, 'primary')
if inventory then
local weapon = Inv.exp:getInventory(inventory)
if weapon and weapon.category == 'weapons' and weapon.info then
if not weapon.info.dna then
weapon.info.dna = {}
end
if not lib.table.contains(weapon.info.dna, name) then
table.insert(weapon.info.dna, name)
Inv.exp:updateMetadata(inventory, weapon.id, weapon.info)
if Config.Notify.blood then
TriggerClientEvent('uniq_evidence:Notify', src, 'You have blood on your weapon', 'warning')
end
end
end
end
end
end
end)
RegisterNetEvent('uniq_evidence:server:WeaponFingerprints', function(currentWeapon)
local src = source
local name = GetName(src)
if Inv.ox then
local weapon = Inv.exp:Search(src, 'slots', currentWeapon.name)
local metadata
if weapon then
for k,v in pairs(weapon) do
if v.metadata.serial == currentWeapon.metadata.serial then
metadata = v.metadata
break
end
end
end
if not metadata.fingerprint then
metadata.fingerprint = {}
end
if lib.table.contains(metadata.fingerprint, name) then return end
table.insert(metadata.fingerprint, name)
Inv.exp:SetMetadata(src, currentWeapon.slot, metadata)
elseif Inv.qb then
if currentWeapon then
local Player = QBCore.Functions.GetPlayer(src)
if Player then
local item = Player.Functions.GetItemByName(currentWeapon.name)
if not item.info.fingerprint then
item.info.fingerprint = {}
end
if lib.table.contains(item.info.fingerprint, name) then return end
table.insert(item.info.fingerprint, name)
Player.PlayerData.items[item.slot].info = item.info
Player.Functions.SetPlayerData('items', Player.PlayerData.items)
end
end
elseif Inv.qs then
if not currentWeapon.info.fingerprint then
currentWeapon.info.fingerprint = {}
end
if lib.table.contains(currentWeapon.info.fingerprint, name) then return end
table.insert(currentWeapon.info.fingerprint, name)
Inv.exp:SetItemMetadata(src, currentWeapon.slot, currentWeapon.info)
elseif Inv.core then
local inventory = GetCoreInv(src, 'primary')
if inventory then
local item = Inv.exp:getInventory(inventory)[1]
if item.category == 'weapons' then
if not item.info.fingerprint then
item.info.fingerprint = {}
end
if lib.table.contains(item.info.fingerprint, name) then return end
table.insert(item.info.fingerprint, name)
Inv.exp:updateMetadata(inventory, item.id, item.info)
if Config.Notify.printsweapon then
TriggerClientEvent('uniq_evidence:Notify', src, 'You left fingerprints on weapon', 'warning')
end
end
end
end
end)
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