Module script.client

Client module for Advanced Roleplay Environment.

Functions

RegisterKey (key_info, command, description, func) Registers a key
OnPlayerRespawn () Called on player respawn
ShowPlayerMenu (player) Opens player menu for player
_UpdateMenu (information, tourniquets, bleedings, infusions, logs, pain, bloodVolume, triageSelection, unconscious) Updates the menu with specified data
_LoadMenu (information, tourniquets, bleedings, infusions, logs, pain, title, bloodVolume, triageSelection, unconscious) Loads the menu with specified arguments
ClosePlayerMenu (fromNui) Closes the player menu
GetHealthBuffer (targetSource, cb) Gets the health buffer from a player
HasItem (itemName, count, cb) Returns value if the local player has enough of a item
GetItems (cb) Returns the items of the local player
HandleDamageType (damageType, damagedBone) Handles the damage type
CalculateLastDamage () Calculates the last damage
GetLastDamageAmount () Returns the last damage amount
AdjustPainLevel (wantedPainLevel) Adjustes the pain level of the local player
UpdatePainLevel (painSupressAdjustment) Updates the pain level of the local player
GetPainPerceived (healthBuffer) Returns the perceived pain level of the local player
GetBloodLoss (injuries, cardiacOutput) Returns the blood loss of the local player
UpdateBloodLoss (injuries, cardiacOutput) Updates the blood volume according to the blood loss of the local player
GetBleedings (healthBuffer) Returns the active bleedings of a specified health buffer
GetBloodPressure (healthBuffer, bodyPart) Returns the blood pressure of a healthbuffer at a specified bodyPart
GetHeartRate (healthBuffer, bodyPart) Returns the heart rate of a healthbuffer at a specified bodyPart
GetCardiacOutput () Returns the cardiac output of the local player
UpdatePeripheralResistance (resistanceAdjustment) Updates the peripheral resistance of the local player
UpdateBloodPressure () Updates the blood pressure of the local player
UpdateHeartRate (hrTargetAdjustment) Updates the heart rate of the local player
GenerateHealthAndBlood () Generates health and blood when vitals are stable
CheckForCriticalVitals (bloodVolume) Returns if the local player has critical vitals
GetActiveMedicationsInSystemLocal (medicationName) Returns the activate medications in local system
AddMedicationLocal (bodyPart, medicationName) Adds a medication to the local system at a specified body part
SetUnconsciousState (state) Sets the local player unconscious or conscious
GetRemainingUnconsciousSeconds (healthBuffer) Returns the remaning time in seconds until the specified health buffer dies
FindMostEffectiveWound (healthBuffer, bandageType, bodyPart) Returns the most effective wound for a specified bandageType at a specified bodyPart on a specified healthBuffer
HandleInjuryTimeout () Handles the injury timeout
DoesPlayerHaveAimShakeInjury (healthBuffer) Returns if the player has a aim shake injury
DoesPlayerHaveLimpingInjury (healthBuffer) Returns if the player has a limping injury
AddInjury (injury) Adds a injury to the local player and returns the id of the created injury
SetInjuryLevel (bodyPart, injuryName, level) Sets a injury level of a specified injury on a specified body part
FindInjuryInHealthBuffer (healthBuffer, bodyPart, id) Finds injury in health buffer
GetInjuryLevelAsNumber (level) Returns injury level as number
GetInjuryLevelFromNumber (number) Returns injury level from number
GetNextInjuryDamageLevel (damageLevel) Returns next injury damage level
GetInjuries (healthBuffer) Gets all injuries in health buffer
GetInjuriesInfoFor (origDamageType, damageType, damageAmount, bodyPart) Gets injuries for specified arguments
GetTourniquets (healthBuffer) Gets the active tourniquets in a health buffer
GetInfusions (healthBuffer) Gets the active infusions in a health buffer
HandlePainEffect () Handles the pain effect
HandleBleedingEffect () Handles the bleeding effect
GetHeartbeatSoundName (heartRate) Gets the heartbeat sound name from the given heart rate
IsSewNeeded (healthBuffer, bodyPart) Returns true if the bodypart needs sewing
FindBodyPart (boneIndex) Finds a body part from the bone index
IsBodyPart (boneIndex, bodyPart) Check if bodyPart is a valid bodyPart
ResetHealthBuffer () Resets the local health buffer
RunMenuAction (name, bodyPart) Runs a menu action on a bodypart
ReportHealthBufferUpdate () Syncs the local health buffer with every other player (updates state bag)
BroadcastStop3DSound () Stops the current 3d sound bound to the local player for all players
Play3DSoundLocal (soundId, coords, distance, sound) Plays a 3d sound locally on the client
Stop3DSoundLocal (soundId) Stops a 3d sound locally on the client
CreateDebugSection (sectionName) Creates a debug section in the debug window
UpdateDebugValue (debugId, debugValue) Updates a debug value in the debug window
DeleteDebugValue (debugId) Deletes a debug value in the debug window
DeleteDebugSection (sectionName) Deletes a debug section in the debug window
DisableDamageType (damageType) Disables a specific damage type
EnableInjury (injury) Enables a specific injury
DisableInjury (injury) Disables a specific injury

Tables

EventHandlers table: Storing the current event handlers
SpawnedGameObjects table: Storing the spawned game objects
DisabledDamageTypes table: Storing the disabled damage types
DisabledInjuries table: Storing the disabled injuries
ClientHealthBuffer table: The client health buffer
ClientData table: Contains all the important client data fields
TargetData table: Contains all the important target data fields
HOOKED_DEBUG_VALUES table: Hooked debug values
DEBUG_VALUE_HEARTBEATS table: Heartbeats from the debug values
DEBUG_SECTION_HEARTBEATS table: Heartbeats from the debug sections
HOOKED_SECTIONS table: Hooked debug sections

Fields

TempAuthToken string: Variable storing the temp auth token
MenuOpened bool: Returns true or false whether the menu is open
ScriptReady bool: Returns if the script is ready or not.
LastDispatch number: Storing the last dispatch timer
LastDispatchHidden bool: Storing if the last dispatch button is hidden
CarryAnimationData table: Storing the active carry animation data
AllowManualRespawn bool: Storing if the player is allowed to manually respawn
PlayerDamageDisabled bool: Storing if the player damage is disabled
IsOldGameBuild bool: Storing if the game build is old or new.
NuiLoaded bool: Storing if the nui is loaded
LastGameTime number: Last game time


Functions

RegisterKey (key_info, command, description, func)
Registers a key

Parameters:

  • key_info any
  • command any
  • description any
  • func any
OnPlayerRespawn ()
Called on player respawn
ShowPlayerMenu (player)
Opens player menu for player

Parameters:

  • player
_UpdateMenu (information, tourniquets, bleedings, infusions, logs, pain, bloodVolume, triageSelection, unconscious)
Updates the menu with specified data

Parameters:

  • information any
  • tourniquets any
  • bleedings any
  • infusions any
  • logs any
  • pain any
  • bloodVolume any
  • triageSelection any
  • unconscious any
_LoadMenu (information, tourniquets, bleedings, infusions, logs, pain, title, bloodVolume, triageSelection, unconscious)
Loads the menu with specified arguments

Parameters:

  • information any
  • tourniquets any
  • bleedings any
  • infusions any
  • logs any
  • pain any
  • title any
  • bloodVolume any
  • triageSelection any
  • unconscious any
ClosePlayerMenu (fromNui)
Closes the player menu

Parameters:

  • fromNui boolean optional if the menu was closed from the NUI
GetHealthBuffer (targetSource, cb)
Gets the health buffer from a player

Parameters:

  • targetSource number the player source to get the health buffer from
  • cb function the callback function to call with the health buffer
HasItem (itemName, count, cb)
Returns value if the local player has enough of a item

Parameters:

  • itemName string the item name
  • count number the amount of the item
  • cb function the callback function to call with the result
GetItems (cb)
Returns the items of the local player

Parameters:

  • cb function the callback function to call with the result
HandleDamageType (damageType, damagedBone)
Handles the damage type

Parameters:

  • damageType any
  • damagedBone any
CalculateLastDamage ()
Calculates the last damage
GetLastDamageAmount ()
Returns the last damage amount
AdjustPainLevel (wantedPainLevel)
Adjustes the pain level of the local player

Parameters:

  • wantedPainLevel number the wanted pain level
UpdatePainLevel (painSupressAdjustment)
Updates the pain level of the local player

Parameters:

  • painSupressAdjustment number the pain supress adjustment
GetPainPerceived (healthBuffer)
Returns the perceived pain level of the local player

Parameters:

  • healthBuffer
GetBloodLoss (injuries, cardiacOutput)
Returns the blood loss of the local player

Parameters:

  • injuries table the injuries to get the blood loss from
  • cardiacOutput number the cardiac output of the local player
UpdateBloodLoss (injuries, cardiacOutput)
Updates the blood volume according to the blood loss of the local player

Parameters:

  • injuries table the injuries to get the blood loss from
  • cardiacOutput number the cardiac output of the local player
GetBleedings (healthBuffer)
Returns the active bleedings of a specified health buffer

Parameters:

  • healthBuffer table the health buffer to get the active bleedings from
GetBloodPressure (healthBuffer, bodyPart)
Returns the blood pressure of a healthbuffer at a specified bodyPart

Parameters:

  • healthBuffer table the health buffer to get the blood pressure from
  • bodyPart string the body part to get the blood pressure from

Returns:

    number
GetHeartRate (healthBuffer, bodyPart)
Returns the heart rate of a healthbuffer at a specified bodyPart

Parameters:

  • healthBuffer table the health buffer to get the heart rate from
  • bodyPart string the body part to get the heart rate from

Returns:

    number the heart rate of the health buffer at the specified bodyPart
GetCardiacOutput ()
Returns the cardiac output of the local player

Returns:

    number
UpdatePeripheralResistance (resistanceAdjustment)
Updates the peripheral resistance of the local player

Parameters:

  • resistanceAdjustment number the resistance adjustment
UpdateBloodPressure ()
Updates the blood pressure of the local player
UpdateHeartRate (hrTargetAdjustment)
Updates the heart rate of the local player

Parameters:

  • hrTargetAdjustment number the heart rate target adjustment
GenerateHealthAndBlood ()
Generates health and blood when vitals are stable
CheckForCriticalVitals (bloodVolume)
Returns if the local player has critical vitals

Parameters:

  • bloodVolume number The blood volume of the local player

Returns:

    boolean
GetActiveMedicationsInSystemLocal (medicationName)
Returns the activate medications in local system

Parameters:

  • medicationName string the name of the medication

Returns:

    table
AddMedicationLocal (bodyPart, medicationName)
Adds a medication to the local system at a specified body part

Parameters:

  • bodyPart string the body part to add the medication to
  • medicationName string the name of the medication
SetUnconsciousState (state)
Sets the local player unconscious or conscious

Parameters:

  • state boolean the state to set the local player to (true = unconscious, false = conscious)
GetRemainingUnconsciousSeconds (healthBuffer)
Returns the remaning time in seconds until the specified health buffer dies

Parameters:

  • healthBuffer table the health buffer to check

Returns:

    number
FindMostEffectiveWound (healthBuffer, bandageType, bodyPart)
Returns the most effective wound for a specified bandageType at a specified bodyPart on a specified healthBuffer

Parameters:

  • healthBuffer table the health buffer to check
  • bandageType string the type of bandage to check
  • bodyPart string the body part to check

Returns:

    table, number
HandleInjuryTimeout ()
Handles the injury timeout
DoesPlayerHaveAimShakeInjury (healthBuffer)
Returns if the player has a aim shake injury

Parameters:

  • healthBuffer any

Returns:

    boolean
DoesPlayerHaveLimpingInjury (healthBuffer)
Returns if the player has a limping injury

Parameters:

  • healthBuffer any

Returns:

    boolean
AddInjury (injury)
Adds a injury to the local player and returns the id of the created injury

Parameters:

  • injury table the injury to add

Returns:

    number
SetInjuryLevel (bodyPart, injuryName, level)
Sets a injury level of a specified injury on a specified body part

Parameters:

  • bodyPart string the body part to check for the injury
  • injuryName string the injury name to override
  • level string the level to set the injury to
FindInjuryInHealthBuffer (healthBuffer, bodyPart, id)
Finds injury in health buffer

Parameters:

  • healthBuffer any
  • bodyPart any
  • id any

Returns:

  1. unknown
  2. unknown
GetInjuryLevelAsNumber (level)
Returns injury level as number

Parameters:

  • level any

Returns:

    integer
GetInjuryLevelFromNumber (number)
Returns injury level from number

Parameters:

  • number any

Returns:

    string
GetNextInjuryDamageLevel (damageLevel)
Returns next injury damage level

Parameters:

  • damageLevel any

Returns:

    string
GetInjuries (healthBuffer)
Gets all injuries in health buffer

Parameters:

  • healthBuffer any

Returns:

    table
GetInjuriesInfoFor (origDamageType, damageType, damageAmount, bodyPart)
Gets injuries for specified arguments

Parameters:

  • origDamageType any
  • damageType any
  • damageAmount any
  • bodyPart any

Returns:

    table
GetTourniquets (healthBuffer)
Gets the active tourniquets in a health buffer

Parameters:

  • healthBuffer any

Returns:

    table
GetInfusions (healthBuffer)
Gets the active infusions in a health buffer

Parameters:

  • healthBuffer any

Returns:

    unknown
HandlePainEffect ()
Handles the pain effect
HandleBleedingEffect ()
Handles the bleeding effect
GetHeartbeatSoundName (heartRate)
Gets the heartbeat sound name from the given heart rate

Parameters:

  • heartRate any

Returns:

    string
IsSewNeeded (healthBuffer, bodyPart)
Returns true if the bodypart needs sewing

Parameters:

  • healthBuffer any
  • bodyPart any

Returns:

    boolean
FindBodyPart (boneIndex)
Finds a body part from the bone index

Parameters:

  • boneIndex any

Returns:

    table
IsBodyPart (boneIndex, bodyPart)
Check if bodyPart is a valid bodyPart

Parameters:

  • boneIndex number
  • bodyPart string

Returns:

    boolean
ResetHealthBuffer ()
Resets the local health buffer
RunMenuAction (name, bodyPart)
Runs a menu action on a bodypart

Parameters:

  • name any
  • bodyPart any
ReportHealthBufferUpdate ()
Syncs the local health buffer with every other player (updates state bag)
BroadcastStop3DSound ()
Stops the current 3d sound bound to the local player for all players
Play3DSoundLocal (soundId, coords, distance, sound)
Plays a 3d sound locally on the client

Parameters:

  • soundId number
  • coords vector3
  • distance number
  • sound string
Stop3DSoundLocal (soundId)
Stops a 3d sound locally on the client

Parameters:

  • soundId number
CreateDebugSection (sectionName)
Creates a debug section in the debug window

Parameters:

  • sectionName string
UpdateDebugValue (debugId, debugValue)
Updates a debug value in the debug window

Parameters:

  • debugId string
  • debugValue any
DeleteDebugValue (debugId)
Deletes a debug value in the debug window

Parameters:

  • debugId string
DeleteDebugSection (sectionName)
Deletes a debug section in the debug window

Parameters:

  • sectionName string
DisableDamageType (damageType)
Disables a specific damage type

Parameters:

  • damageType string
EnableInjury (injury)
Enables a specific injury

Parameters:

  • injury string
DisableInjury (injury)
Disables a specific injury

Parameters:

  • injury string

Tables

EventHandlers
table: Storing the current event handlers
SpawnedGameObjects
table: Storing the spawned game objects
DisabledDamageTypes
table: Storing the disabled damage types
DisabledInjuries
table: Storing the disabled injuries
ClientHealthBuffer
table: The client health buffer

Fields:

  • unconscious number Returns true or false whether the player is unconscious or not.
  • unconsciousTimeUntilDeath number Returns the time until the player respawns.
  • heartRate number Pulse from the client
  • lastHeartRateChange number Last heart rate change game timer
  • bloodPressureH number Blood pressure high from the client
  • bloodPressureL number Blood pressure low from the client
  • bloodVolume number Blood volume from the client
  • painLevel number Pain level from the client
  • painSupress number Pain suppress from the client
  • lastReceivedPain number
  • peripheralResistance number flow of blood? 100 max
  • _lastHealth number Internal usage
  • lastDamageTimestamp table Timestamp of the last taken damage
  • lastDamage table Amount of the last taken damage
  • lastHandledDamageTimestamp table Timestamp of the last handled damage
  • medications string Storing all the active medications
  • infusions table Table of the active infusions
  • logs Table of the logs
  • triageSelection The current triage selection
  • bodyParts Table of the body parts
ClientData
table: Contains all the important client data fields

Fields:

  • ped integer Player ped handle from the client
  • coords vector3 Player coords of the client ped
  • id number Player id of the client
  • deathRegistered bool Returns if the player is dead or not
TargetData
table: Contains all the important target data fields

Fields:

  • source number Player source from target
  • ped number Player ped handle from target
  • coords vector3 Player coords of the target ped
  • healthBuffer table Player health buffer of the target
  • distance number Player distance to the target
HOOKED_DEBUG_VALUES
table: Hooked debug values
DEBUG_VALUE_HEARTBEATS
table: Heartbeats from the debug values
DEBUG_SECTION_HEARTBEATS
table: Heartbeats from the debug sections
HOOKED_SECTIONS
table: Hooked debug sections

Fields

TempAuthToken
string: Variable storing the temp auth token
MenuOpened
bool: Returns true or false whether the menu is open
ScriptReady
bool: Returns if the script is ready or not.
LastDispatch
number: Storing the last dispatch timer
LastDispatchHidden
bool: Storing if the last dispatch button is hidden
CarryAnimationData
table: Storing the active carry animation data
AllowManualRespawn
bool: Storing if the player is allowed to manually respawn
PlayerDamageDisabled
bool: Storing if the player damage is disabled
IsOldGameBuild
bool: Storing if the game build is old or new.
NuiLoaded
bool: Storing if the nui is loaded
LastGameTime
number: Last game time
generated by LDoc 1.4.6 Last updated 2022-10-08 14:07:37