├── CitizenFX.Core.dll
├── CitizenFX.Core.Server.dll
├── FivemPlayerlist
├── packages.config
├── Properties
│ └── AssemblyInfo.cs
├── FivemPlayerlist.csproj
└── FivemPlayerlist.cs
├── LICENSE
├── FivemPlayerlistServer
├── Properties
│ └── AssemblyInfo.cs
├── FPLServer.cs
└── FivemPlayerlistServer.csproj
├── FivemPlayerlist.sln
├── .gitattributes
├── README.md
└── .gitignore
/CitizenFX.Core.dll:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/DevTestingPizza/FiveM-Playerlist/HEAD/CitizenFX.Core.dll
--------------------------------------------------------------------------------
/CitizenFX.Core.Server.dll:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/DevTestingPizza/FiveM-Playerlist/HEAD/CitizenFX.Core.Server.dll
--------------------------------------------------------------------------------
/FivemPlayerlist/packages.config:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
1 | # Custom License
2 |
3 | COPYRIGHT © 2018 TOM GROBBE
4 |
5 | You are allowed to:
6 | - Use this resource on your any/all FiveM server(s) you own or work on.
7 | - Edit the resource for personal use.
8 | - Re-release **EDITED VERSIONS** as a GITHUB FORK, as long as:
9 | - You credit me.
10 | - You provide a link to this original resource.
11 | - You STATE ALL CHANGES MADE.
12 | - You do not claim it to be your original work.
13 | - You keep this license.
14 |
15 |
16 | You are not allowed to:
17 | - Claim this as your own work.
18 | - Re-release this resource if all you did was change a simple keybind, please make sure you actually made some decent changes before re-releasing your edited version of this resource.
19 |
20 |
--------------------------------------------------------------------------------
/FivemPlayerlist/Properties/AssemblyInfo.cs:
--------------------------------------------------------------------------------
1 | using System.Reflection;
2 | using System.Runtime.CompilerServices;
3 | using System.Runtime.InteropServices;
4 |
5 | // General Information about an assembly is controlled through the following
6 | // set of attributes. Change these attribute values to modify the information
7 | // associated with an assembly.
8 | [assembly: AssemblyTitle("FivemScoreboard")]
9 | [assembly: AssemblyDescription("")]
10 | [assembly: AssemblyConfiguration("")]
11 | [assembly: AssemblyCompany("")]
12 | [assembly: AssemblyProduct("FivemScoreboard")]
13 | [assembly: AssemblyCopyright("Copyright © 2018")]
14 | [assembly: AssemblyTrademark("")]
15 | [assembly: AssemblyCulture("")]
16 |
17 | // Setting ComVisible to false makes the types in this assembly not visible
18 | // to COM components. If you need to access a type in this assembly from
19 | // COM, set the ComVisible attribute to true on that type.
20 | [assembly: ComVisible(false)]
21 |
22 | // The following GUID is for the ID of the typelib if this project is exposed to COM
23 | [assembly: Guid("82c80b4b-e908-4379-88ba-d929a1aa91af")]
24 |
25 | // Version information for an assembly consists of the following four values:
26 | //
27 | // Major Version
28 | // Minor Version
29 | // Build Number
30 | // Revision
31 | //
32 | // You can specify all the values or you can default the Build and Revision Numbers
33 | // by using the '*' as shown below:
34 | // [assembly: AssemblyVersion("1.0.*")]
35 | [assembly: AssemblyVersion("1.0.0.0")]
36 | [assembly: AssemblyFileVersion("1.0.0.0")]
37 |
--------------------------------------------------------------------------------
/FivemPlayerlistServer/Properties/AssemblyInfo.cs:
--------------------------------------------------------------------------------
1 | using System.Reflection;
2 | using System.Runtime.CompilerServices;
3 | using System.Runtime.InteropServices;
4 |
5 | // General Information about an assembly is controlled through the following
6 | // set of attributes. Change these attribute values to modify the information
7 | // associated with an assembly.
8 | [assembly: AssemblyTitle("FivemScoreboardServer")]
9 | [assembly: AssemblyDescription("")]
10 | [assembly: AssemblyConfiguration("")]
11 | [assembly: AssemblyCompany("")]
12 | [assembly: AssemblyProduct("FivemScoreboardServer")]
13 | [assembly: AssemblyCopyright("Copyright © 2018")]
14 | [assembly: AssemblyTrademark("")]
15 | [assembly: AssemblyCulture("")]
16 |
17 | // Setting ComVisible to false makes the types in this assembly not visible
18 | // to COM components. If you need to access a type in this assembly from
19 | // COM, set the ComVisible attribute to true on that type.
20 | [assembly: ComVisible(false)]
21 |
22 | // The following GUID is for the ID of the typelib if this project is exposed to COM
23 | [assembly: Guid("41280f1d-863d-4cdb-a312-db3bc1186afe")]
24 |
25 | // Version information for an assembly consists of the following four values:
26 | //
27 | // Major Version
28 | // Minor Version
29 | // Build Number
30 | // Revision
31 | //
32 | // You can specify all the values or you can default the Build and Revision Numbers
33 | // by using the '*' as shown below:
34 | // [assembly: AssemblyVersion("1.0.*")]
35 | [assembly: AssemblyVersion("1.0.0.0")]
36 | [assembly: AssemblyFileVersion("1.0.0.0")]
37 |
--------------------------------------------------------------------------------
/FivemPlayerlist.sln:
--------------------------------------------------------------------------------
1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 15
4 | VisualStudioVersion = 15.0.27130.2020
5 | MinimumVisualStudioVersion = 10.0.40219.1
6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "FivemPlayerlist", "FivemPlayerlist\FivemPlayerlist.csproj", "{82C80B4B-E908-4379-88BA-D929A1AA91AF}"
7 | EndProject
8 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "FivemPlayerlistServer", "FivemPlayerlistServer\FivemPlayerlistServer.csproj", "{41280F1D-863D-4CDB-A312-DB3BC1186AFE}"
9 | EndProject
10 | Global
11 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
12 | Debug|Any CPU = Debug|Any CPU
13 | Release|Any CPU = Release|Any CPU
14 | EndGlobalSection
15 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
16 | {82C80B4B-E908-4379-88BA-D929A1AA91AF}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
17 | {82C80B4B-E908-4379-88BA-D929A1AA91AF}.Debug|Any CPU.Build.0 = Debug|Any CPU
18 | {82C80B4B-E908-4379-88BA-D929A1AA91AF}.Release|Any CPU.ActiveCfg = Release|Any CPU
19 | {82C80B4B-E908-4379-88BA-D929A1AA91AF}.Release|Any CPU.Build.0 = Release|Any CPU
20 | {41280F1D-863D-4CDB-A312-DB3BC1186AFE}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
21 | {41280F1D-863D-4CDB-A312-DB3BC1186AFE}.Debug|Any CPU.Build.0 = Debug|Any CPU
22 | {41280F1D-863D-4CDB-A312-DB3BC1186AFE}.Release|Any CPU.ActiveCfg = Release|Any CPU
23 | {41280F1D-863D-4CDB-A312-DB3BC1186AFE}.Release|Any CPU.Build.0 = Release|Any CPU
24 | EndGlobalSection
25 | GlobalSection(SolutionProperties) = preSolution
26 | HideSolutionNode = FALSE
27 | EndGlobalSection
28 | GlobalSection(ExtensibilityGlobals) = postSolution
29 | SolutionGuid = {955FF85B-DECB-4ADC-B346-321B2580841A}
30 | EndGlobalSection
31 | EndGlobal
32 |
--------------------------------------------------------------------------------
/FivemPlayerlistServer/FPLServer.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using CitizenFX.Core;
7 | using static CitizenFX.Core.Native.API;
8 |
9 |
10 |
11 | namespace FivemPlayerlistServer
12 | {
13 | public class FPLServer : BaseScript
14 | {
15 |
16 | private Dictionary list = new Dictionary();
17 | public FPLServer()
18 | {
19 | EventHandlers.Add("fs:getMaxPlayers", new Action(ReturnMaxPlayers));
20 | Exports.Add("setPlayerRowConfig", new Action(SetPlayerConfig2));
21 | EventHandlers.Add("fs:setPlayerRowConfig", new Action(SetPlayerConfig));
22 | }
23 |
24 | private async void ReturnMaxPlayers([FromSource] Player source)
25 | {
26 | source.TriggerEvent("fs:setMaxPlayers", int.Parse(GetConvar("sv_maxClients", "30").ToString()));
27 | var pl = new PlayerList();
28 | foreach (Player p in pl)
29 | {
30 | if (list.ContainsKey(int.Parse(p.Handle)))
31 | {
32 | var listItem = list[int.Parse(p.Handle)];
33 | var p1 = listItem[0];
34 | var p2 = listItem[1];
35 | var p3 = listItem[2];
36 | var p4 = listItem[3];
37 | source.TriggerEvent("fs:setPlayerRowConfig", p1, p2, p3, p4);
38 | await Delay(1);
39 | }
40 | }
41 | }
42 |
43 | private void SetPlayerConfig2(string playerServerId, string crewName, string jobPoints, string showJobPointsIcon)
44 | {
45 | SetPlayerConfig(int.Parse(playerServerId), crewName, int.Parse(jobPoints ?? "-1"), bool.Parse(showJobPointsIcon ?? "false"));
46 | }
47 | private void SetPlayerConfig(int playerServerId, string crewName, int jobPoints, bool showJobPointsIcon)
48 | {
49 | if (playerServerId > 0)
50 | {
51 | list[playerServerId] = new dynamic[4] { playerServerId, crewName ?? "", jobPoints != null ? jobPoints : -1, showJobPointsIcon != null ? showJobPointsIcon : false };
52 | TriggerClientEvent("fs:setPlayerConfig", playerServerId, crewName ?? "", jobPoints != null ? jobPoints : -1,
53 | showJobPointsIcon != null ? showJobPointsIcon : false);
54 | }
55 | }
56 |
57 | }
58 | }
59 |
--------------------------------------------------------------------------------
/FivemPlayerlistServer/FivemPlayerlistServer.csproj:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 | Debug
6 | AnyCPU
7 | {41280F1D-863D-4CDB-A312-DB3BC1186AFE}
8 | Library
9 | Properties
10 | FivemPlayerlistServer
11 | FivemPlayerlistServer.net
12 | v4.5.2
13 | 512
14 |
15 |
16 | true
17 | full
18 | false
19 | ..\..\..\..\..\FXserver\vMenu\resources\fivem-scoreboard\
20 | DEBUG;TRACE
21 | prompt
22 | 4
23 |
24 |
25 | pdbonly
26 | true
27 | ..\builds\
28 | TRACE
29 | prompt
30 | 4
31 |
32 |
33 |
34 | ..\CitizenFX.Core.Server.dll
35 | False
36 |
37 |
38 |
39 |
40 |
41 |
42 |
43 |
44 |
45 |
46 |
47 |
48 |
49 |
50 |
51 |
52 |
53 |
54 |
--------------------------------------------------------------------------------
/FivemPlayerlist/FivemPlayerlist.csproj:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 | Debug
6 | AnyCPU
7 | {82C80B4B-E908-4379-88BA-D929A1AA91AF}
8 | Library
9 | Properties
10 | FivemPlayerlist
11 | FivemPlayerlist.net
12 | v4.5.2
13 | 512
14 |
15 |
16 | true
17 | full
18 | false
19 | ..\..\..\..\..\FXserver\vMenu\resources\fivem-scoreboard\
20 | DEBUG;TRACE
21 | prompt
22 | 4
23 |
24 |
25 | pdbonly
26 | true
27 | ..\builds\
28 | TRACE
29 | prompt
30 | 4
31 |
32 |
33 |
34 | ..\packages\CitizenFX.Core.1.3.0\lib\net45\CitizenFX.Core.dll
35 | False
36 |
37 |
38 |
39 |
40 |
41 |
42 |
43 |
44 |
45 |
46 |
47 |
48 |
49 |
50 |
51 |
52 |
53 |
54 |
--------------------------------------------------------------------------------
/.gitattributes:
--------------------------------------------------------------------------------
1 | ###############################################################################
2 | # Set default behavior to automatically normalize line endings.
3 | ###############################################################################
4 | * text=auto
5 |
6 | ###############################################################################
7 | # Set default behavior for command prompt diff.
8 | #
9 | # This is need for earlier builds of msysgit that does not have it on by
10 | # default for csharp files.
11 | # Note: This is only used by command line
12 | ###############################################################################
13 | #*.cs diff=csharp
14 |
15 | ###############################################################################
16 | # Set the merge driver for project and solution files
17 | #
18 | # Merging from the command prompt will add diff markers to the files if there
19 | # are conflicts (Merging from VS is not affected by the settings below, in VS
20 | # the diff markers are never inserted). Diff markers may cause the following
21 | # file extensions to fail to load in VS. An alternative would be to treat
22 | # these files as binary and thus will always conflict and require user
23 | # intervention with every merge. To do so, just uncomment the entries below
24 | ###############################################################################
25 | #*.sln merge=binary
26 | #*.csproj merge=binary
27 | #*.vbproj merge=binary
28 | #*.vcxproj merge=binary
29 | #*.vcproj merge=binary
30 | #*.dbproj merge=binary
31 | #*.fsproj merge=binary
32 | #*.lsproj merge=binary
33 | #*.wixproj merge=binary
34 | #*.modelproj merge=binary
35 | #*.sqlproj merge=binary
36 | #*.wwaproj merge=binary
37 |
38 | ###############################################################################
39 | # behavior for image files
40 | #
41 | # image files are treated as binary by default.
42 | ###############################################################################
43 | #*.jpg binary
44 | #*.png binary
45 | #*.gif binary
46 |
47 | ###############################################################################
48 | # diff behavior for common document formats
49 | #
50 | # Convert binary document formats to text before diffing them. This feature
51 | # is only available from the command line. Turn it on by uncommenting the
52 | # entries below.
53 | ###############################################################################
54 | #*.doc diff=astextplain
55 | #*.DOC diff=astextplain
56 | #*.docx diff=astextplain
57 | #*.DOCX diff=astextplain
58 | #*.dot diff=astextplain
59 | #*.DOT diff=astextplain
60 | #*.pdf diff=astextplain
61 | #*.PDF diff=astextplain
62 | #*.rtf diff=astextplain
63 | #*.RTF diff=astextplain
64 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # FiveM-Playerlist
2 | GTA:O styled playerlist for FiveM servers (future proof: supports > 32 players).
3 |
4 | ### Preview:
5 |
6 | 
7 |
8 | ### Features:
9 |
10 | - Configurable rows through a server event or export.
11 | - Configured rows update live as soon as the event/export is called, even if someone has the playerlist open at that time.
12 | - GTA:O scaleform used, so it looks exactly like GTA:O.
13 | - Future proof, it supports more than 32 online players.
14 | - "Max Players" indicator updates with the "sv_maxClients" convar, so no need to configure this manually.
15 |
16 | ### Installation
17 |
18 | Download the latest version, drag the folder from the zip file into your resources folder and add `start playerlist` to your server.cfg file.
19 |
20 |
21 | ### Configuration
22 |
23 | There is no config file to change any of the "visual" settings for player rows. You will have to create your own script to modify the rows through the playerlist api.
24 |
25 |
26 | ### Developer info
27 |
28 | To change the player's row settings, trigger this server event:
29 | ```lua
30 | TriggerEvent("fs:setPlayerRowConfig", 1, "SNAIL", 50, true)
31 | ```
32 |
33 |
34 | #### Parameters
35 |
36 | |type|name|description|
37 | |:-|:-|:-|
38 | |_int_|**playerServerId**|This is the player's server id for the player you want to change the row of.|
39 | |_string_|**crewText**|The text to display for the "crew" tag behind the player's username. Pass an empty string (`""`) to disable the crew label.|
40 | |_int_|**jobPointsAmount**|The number to display for the "job points (jp)" value. Set to -1 to disable.|
41 | |_bool_|**showJobPointsIcon**|Should the "(JP)" icon be visible next to the job points number?|
42 |
43 |
44 | You can access this event from both C# or Lua scripts. By default the crew tag, job points amount and job points logo are all hidden for all players, only if you add them using the event will it make them visible for that specific player row. (syncing for all clients is managed by the resource)
45 |
46 |
47 | You can also use the provided server export (`setPlayerRowConfig()`) however, due to some issues (possibly a bug with FiveM) this is kind of buggy now. Use the event for now, once I figure out why some parameters are not getting passed on when using the export I'll make sure to add documentation for the server export.
48 |
49 |
50 | ### Download / Source Code
51 |
52 | Download the resource on [GitHub](https://github.com/TomGrobbe/FiveM-Playerlist). Make sure to go to the "releases" page and download the latest release, don't download the repository as that's useless if you don't know how to use visual studio or don't want to edit the resource.
53 |
54 |
55 | ### Usage in-game
56 |
57 | When in-game, press "Z" to open the first page, press "Z" again to go to the next page (just like the playerlist in GTA:O). If you're at the last page, pressing "Z" will close the playerlist. If the playerlist is open and you don't close it yourself, then it will auto-close after a couple of seconds.
58 | For controller support, use DPAD-DOWN.
59 |
60 | Note, if other resources on your server disable the "Z" key or the "DPAD-DOWN" (`INPUT_MULTIPLAYER_INFO` / `20`) control, then you won't be able to toggle the playerlist.
61 |
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | ## Ignore Visual Studio temporary files, build results, and
2 | ## files generated by popular Visual Studio add-ons.
3 |
4 | # User-specific files
5 | *.suo
6 | *.user
7 | *.userosscache
8 | *.sln.docstates
9 |
10 | # User-specific files (MonoDevelop/Xamarin Studio)
11 | *.userprefs
12 |
13 | # Build results
14 | [Dd]ebug/
15 | [Dd]ebugPublic/
16 | [Rr]elease/
17 | [Rr]eleases/
18 | x64/
19 | x86/
20 | bld/
21 | [Bb]in/
22 | [Oo]bj/
23 | [Ll]og/
24 |
25 | # Visual Studio 2015 cache/options directory
26 | .vs/
27 | # Uncomment if you have tasks that create the project's static files in wwwroot
28 | #wwwroot/
29 |
30 | # MSTest test Results
31 | [Tt]est[Rr]esult*/
32 | [Bb]uild[Ll]og.*
33 |
34 | # NUNIT
35 | *.VisualState.xml
36 | TestResult.xml
37 |
38 | # Build Results of an ATL Project
39 | [Dd]ebugPS/
40 | [Rr]eleasePS/
41 | dlldata.c
42 |
43 | # DNX
44 | project.lock.json
45 | project.fragment.lock.json
46 | artifacts/
47 |
48 | *_i.c
49 | *_p.c
50 | *_i.h
51 | *.ilk
52 | *.meta
53 | *.obj
54 | *.pch
55 | *.pdb
56 | *.pgc
57 | *.pgd
58 | *.rsp
59 | *.sbr
60 | *.tlb
61 | *.tli
62 | *.tlh
63 | *.tmp
64 | *.tmp_proj
65 | *.log
66 | *.vspscc
67 | *.vssscc
68 | .builds
69 | *.pidb
70 | *.svclog
71 | *.scc
72 |
73 | # Chutzpah Test files
74 | _Chutzpah*
75 |
76 | # Visual C++ cache files
77 | ipch/
78 | *.aps
79 | *.ncb
80 | *.opendb
81 | *.opensdf
82 | *.sdf
83 | *.cachefile
84 | *.VC.db
85 | *.VC.VC.opendb
86 |
87 | # Visual Studio profiler
88 | *.psess
89 | *.vsp
90 | *.vspx
91 | *.sap
92 |
93 | # TFS 2012 Local Workspace
94 | $tf/
95 |
96 | # Guidance Automation Toolkit
97 | *.gpState
98 |
99 | # ReSharper is a .NET coding add-in
100 | _ReSharper*/
101 | *.[Rr]e[Ss]harper
102 | *.DotSettings.user
103 |
104 | # JustCode is a .NET coding add-in
105 | .JustCode
106 |
107 | # TeamCity is a build add-in
108 | _TeamCity*
109 |
110 | # DotCover is a Code Coverage Tool
111 | *.dotCover
112 |
113 | # NCrunch
114 | _NCrunch_*
115 | .*crunch*.local.xml
116 | nCrunchTemp_*
117 |
118 | # MightyMoose
119 | *.mm.*
120 | AutoTest.Net/
121 |
122 | # Web workbench (sass)
123 | .sass-cache/
124 |
125 | # Installshield output folder
126 | [Ee]xpress/
127 |
128 | # DocProject is a documentation generator add-in
129 | DocProject/buildhelp/
130 | DocProject/Help/*.HxT
131 | DocProject/Help/*.HxC
132 | DocProject/Help/*.hhc
133 | DocProject/Help/*.hhk
134 | DocProject/Help/*.hhp
135 | DocProject/Help/Html2
136 | DocProject/Help/html
137 |
138 | # Click-Once directory
139 | publish/
140 |
141 | # Publish Web Output
142 | *.[Pp]ublish.xml
143 | *.azurePubxml
144 | # TODO: Comment the next line if you want to checkin your web deploy settings
145 | # but database connection strings (with potential passwords) will be unencrypted
146 | #*.pubxml
147 | *.publishproj
148 |
149 | # Microsoft Azure Web App publish settings. Comment the next line if you want to
150 | # checkin your Azure Web App publish settings, but sensitive information contained
151 | # in these scripts will be unencrypted
152 | PublishScripts/
153 |
154 | # NuGet Packages
155 | *.nupkg
156 | # The packages folder can be ignored because of Package Restore
157 | **/packages/*
158 | # except build/, which is used as an MSBuild target.
159 | !**/packages/build/
160 | # Uncomment if necessary however generally it will be regenerated when needed
161 | #!**/packages/repositories.config
162 | # NuGet v3's project.json files produces more ignoreable files
163 | *.nuget.props
164 | *.nuget.targets
165 |
166 | # Microsoft Azure Build Output
167 | csx/
168 | *.build.csdef
169 |
170 | # Microsoft Azure Emulator
171 | ecf/
172 | rcf/
173 |
174 | # Windows Store app package directories and files
175 | AppPackages/
176 | BundleArtifacts/
177 | Package.StoreAssociation.xml
178 | _pkginfo.txt
179 |
180 | # Visual Studio cache files
181 | # files ending in .cache can be ignored
182 | *.[Cc]ache
183 | # but keep track of directories ending in .cache
184 | !*.[Cc]ache/
185 |
186 | # Others
187 | ClientBin/
188 | ~$*
189 | *~
190 | *.dbmdl
191 | *.dbproj.schemaview
192 | *.jfm
193 | *.pfx
194 | *.publishsettings
195 | node_modules/
196 | orleans.codegen.cs
197 |
198 | # Since there are multiple workflows, uncomment next line to ignore bower_components
199 | # (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
200 | #bower_components/
201 |
202 | # RIA/Silverlight projects
203 | Generated_Code/
204 |
205 | # Backup & report files from converting an old project file
206 | # to a newer Visual Studio version. Backup files are not needed,
207 | # because we have git ;-)
208 | _UpgradeReport_Files/
209 | Backup*/
210 | UpgradeLog*.XML
211 | UpgradeLog*.htm
212 |
213 | # SQL Server files
214 | *.mdf
215 | *.ldf
216 |
217 | # Business Intelligence projects
218 | *.rdl.data
219 | *.bim.layout
220 | *.bim_*.settings
221 |
222 | # Microsoft Fakes
223 | FakesAssemblies/
224 |
225 | # GhostDoc plugin setting file
226 | *.GhostDoc.xml
227 |
228 | # Node.js Tools for Visual Studio
229 | .ntvs_analysis.dat
230 |
231 | # Visual Studio 6 build log
232 | *.plg
233 |
234 | # Visual Studio 6 workspace options file
235 | *.opt
236 |
237 | # Visual Studio LightSwitch build output
238 | **/*.HTMLClient/GeneratedArtifacts
239 | **/*.DesktopClient/GeneratedArtifacts
240 | **/*.DesktopClient/ModelManifest.xml
241 | **/*.Server/GeneratedArtifacts
242 | **/*.Server/ModelManifest.xml
243 | _Pvt_Extensions
244 |
245 | # Paket dependency manager
246 | .paket/paket.exe
247 | paket-files/
248 |
249 | # FAKE - F# Make
250 | .fake/
251 |
252 | # JetBrains Rider
253 | .idea/
254 | *.sln.iml
255 |
256 | # CodeRush
257 | .cr/
258 | builds/*
259 |
--------------------------------------------------------------------------------
/FivemPlayerlist/FivemPlayerlist.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using CitizenFX.Core;
7 | using static CitizenFX.Core.Native.API;
8 | using static CitizenFX.Core.UI.Screen;
9 |
10 | namespace FivemPlayerlist
11 | {
12 | public class FivemPlayerlist : BaseScript
13 | {
14 | private int maxClients = -1;
15 | private bool ScaleSetup = false;
16 | private int currentPage = 0;
17 | Scaleform scale;
18 | private int maxPages = (int)Math.Ceiling((double)new PlayerList().Count() / 16.0);
19 | public struct PlayerRowConfig
20 | {
21 | public string crewName;
22 | public int jobPoints;
23 | public bool showJobPointsIcon;
24 | }
25 | private Dictionary playerConfigs = new Dictionary();
26 |
27 | private Dictionary textureCache = new Dictionary();
28 |
29 | ///
30 | /// Constructor
31 | ///
32 | public FivemPlayerlist()
33 | {
34 | TriggerServerEvent("fs:getMaxPlayers");
35 | Tick += ShowScoreboard;
36 | Tick += DisplayController;
37 | Tick += BackupTimer;
38 |
39 | // Periodically update the player headshots so, you don't have to wait for them later
40 | Tick += UpdateHeadshots;
41 |
42 | EventHandlers.Add("fs:setMaxPlayers", new Action(SetMaxPlayers));
43 | EventHandlers.Add("fs:setPlayerConfig", new Action(SetPlayerConfig));
44 | }
45 |
46 | ///
47 | /// Set the config for the specified player.
48 | ///
49 | ///
50 | ///
51 | ///
52 | ///
53 | private async void SetPlayerConfig(int playerServerId, string crewname, int jobpoints, bool showJPicon)
54 | {
55 | var cfg = new PlayerRowConfig()
56 | {
57 | crewName = crewname ?? "",
58 | jobPoints = jobpoints,
59 | showJobPointsIcon = showJPicon
60 | };
61 | playerConfigs[playerServerId] = cfg;
62 | if (currentPage > -1)
63 | await LoadScale();
64 | }
65 |
66 |
67 | ///
68 | /// Used to close the page if the regular timer fails to close it for some odd reason.
69 | ///
70 | ///
71 | private async Task BackupTimer()
72 | {
73 | var timer = GetGameTimer();
74 | var oldPage = currentPage;
75 | while (GetGameTimer() - timer < 8000 && currentPage > 0 && currentPage == oldPage)
76 | {
77 | await Delay(0);
78 | }
79 | if (oldPage == currentPage)
80 | {
81 | currentPage = 0;
82 | }
83 | }
84 |
85 | ///
86 | /// Updates the max pages to disaplay based on the player count.
87 | ///
88 | private void UpdateMaxPages()
89 | {
90 | maxPages = (int)Math.Ceiling((double)new PlayerList().Count() / 16.0);
91 | }
92 |
93 | ///
94 | /// Manages the display and page setup of the playerlist.
95 | ///
96 | ///
97 | private async Task DisplayController()
98 | {
99 | if (Game.IsControlJustPressed(0, Control.MultiplayerInfo))
100 | {
101 | UpdateMaxPages();
102 | if (ScaleSetup)
103 | {
104 | currentPage++;
105 | if (currentPage > maxPages)
106 | {
107 | currentPage = 0;
108 | }
109 | await LoadScale();
110 | var timer = GetGameTimer();
111 | bool nextPage = false;
112 | while (GetGameTimer() - timer < 8000)
113 | {
114 | await Delay(1);
115 | if (Game.IsControlJustPressed(0, Control.MultiplayerInfo))
116 | {
117 | nextPage = true;
118 | break;
119 | }
120 | }
121 | if (nextPage)
122 | {
123 | UpdateMaxPages();
124 | if (currentPage < maxPages)
125 | {
126 | currentPage++;
127 | await LoadScale();
128 | }
129 | else
130 | {
131 | currentPage = 0;
132 | }
133 | }
134 | else
135 | {
136 | currentPage = 0;
137 | }
138 | }
139 | }
140 | }
141 |
142 | ///
143 | /// Updates the max players (triggered from server event)
144 | ///
145 | ///
146 | private void SetMaxPlayers(int count)
147 | {
148 | maxClients = count;
149 | }
150 |
151 | ///
152 | /// Shows the scoreboard.
153 | ///
154 | ///
155 | private async Task ShowScoreboard()
156 | {
157 | if (maxClients != -1)
158 | {
159 | if (!ScaleSetup)
160 | {
161 | await LoadScale();
162 | ScaleSetup = true;
163 | }
164 | if (currentPage > 0)
165 | {
166 | float safezone = GetSafeZoneSize();
167 | float change = (safezone - 0.89f) / 0.11f;
168 | float x = 50f;
169 | x -= change * 78f;
170 | float y = 50f;
171 | y -= change * 50f;
172 |
173 | var width = 400f;
174 | var height = 490f;
175 | if (scale != null)
176 | {
177 | if (scale.IsLoaded)
178 | {
179 | scale.Render2DScreenSpace(new System.Drawing.PointF(x, y), new System.Drawing.PointF(width, height));
180 | }
181 | }
182 | }
183 | }
184 | }
185 |
186 | ///
187 | /// Loads the scaleform.
188 | ///
189 | ///
190 | private async Task LoadScale()
191 | {
192 | if (scale != null)
193 | {
194 | for (var i = 0; i < maxClients * 2; i++)
195 | {
196 | scale.CallFunction("SET_DATA_SLOT_EMPTY", i);
197 | }
198 | scale.Dispose();
199 | }
200 | scale = null;
201 | while (!HasScaleformMovieLoaded(RequestScaleformMovie("MP_MM_CARD_FREEMODE")))
202 | {
203 | await Delay(0);
204 | }
205 | scale = new Scaleform("MP_MM_CARD_FREEMODE");
206 | var titleIcon = "2";
207 | var titleLeftText = "FiveM";
208 | var titleRightText = $"Players {NetworkGetNumConnectedPlayers()}/{maxClients}";
209 | scale.CallFunction("SET_TITLE", titleLeftText, titleRightText, titleIcon);
210 | await UpdateScale();
211 | scale.CallFunction("DISPLAY_VIEW");
212 | }
213 |
214 | ///
215 | /// Struct used for the player info row options.
216 | ///
217 | struct PlayerRow
218 | {
219 | public int serverId;
220 | public string name;
221 | public string rightText;
222 | public int color;
223 | public string iconOverlayText;
224 | public string jobPointsText;
225 | public string crewLabelText;
226 | public enum DisplayType
227 | {
228 | NUMBER_ONLY = 0,
229 | ICON = 1,
230 | NONE = 2
231 | };
232 | public DisplayType jobPointsDisplayType;
233 | public enum RightIconType
234 | {
235 | NONE = 0,
236 | INACTIVE_HEADSET = 48,
237 | MUTED_HEADSET = 49,
238 | ACTIVE_HEADSET = 47,
239 | RANK_FREEMODE = 65,
240 | KICK = 64,
241 | LOBBY_DRIVER = 79,
242 | LOBBY_CODRIVER = 80,
243 | SPECTATOR = 66,
244 | BOUNTY = 115,
245 | DEAD = 116,
246 | DPAD_GANG_CEO = 121,
247 | DPAD_GANG_BIKER = 122,
248 | DPAD_DOWN_TARGET = 123
249 | };
250 | public int rightIcon;
251 | public string textureString;
252 | public char friendType;
253 | }
254 |
255 | ///
256 | /// Returns the ped headshot string used for the image of the ped for each row.
257 | ///
258 | ///
259 | ///
260 | private async Task GetHeadshotImage(int ped)
261 | {
262 | var headshotHandle = RegisterPedheadshot(ped);
263 | /*
264 | * For some reason, the below loop didn't work originally without the Valid check or the re-registering of the headshot
265 | */
266 | while (!IsPedheadshotReady(headshotHandle) || !IsPedheadshotValid(headshotHandle))
267 | {
268 | headshotHandle = RegisterPedheadshot(ped);
269 | await Delay(0);
270 | }
271 | return GetPedheadshotTxdString(headshotHandle) ?? "";
272 | }
273 |
274 | ///
275 | /// Updates the scaleform settings.
276 | ///
277 | ///
278 | private async Task UpdateScale()
279 | {
280 | List rows = new List();
281 |
282 | for (var x = 0; x < 150; x++) // cleaning up in case of a reload, this frees up all ped headshot handles :)
283 | {
284 | UnregisterPedheadshot(x);
285 | }
286 |
287 | var amount = 0;
288 | foreach (Player p in new PlayerList())
289 | {
290 | if (IsRowSupposedToShow(amount))
291 | {
292 | PlayerRow row = new PlayerRow(); // Set as a blank PlayerRow obj
293 |
294 | if (playerConfigs.ContainsKey(p.ServerId))
295 | {
296 | row = new PlayerRow()
297 | {
298 | color = 111,
299 | crewLabelText = playerConfigs[p.ServerId].crewName,
300 | friendType = ' ',
301 | iconOverlayText = "",
302 | jobPointsDisplayType = playerConfigs[p.ServerId].showJobPointsIcon ? PlayerRow.DisplayType.ICON :
303 | (playerConfigs[p.ServerId].jobPoints >= 0 ? PlayerRow.DisplayType.NUMBER_ONLY : PlayerRow.DisplayType.NONE),
304 | jobPointsText = playerConfigs[p.ServerId].jobPoints >= 0 ? playerConfigs[p.ServerId].jobPoints.ToString() : "",
305 | name = p.Name.Replace("<", "").Replace(">", "").Replace("^", "").Replace("~", "").Trim(),
306 | rightIcon = (int)PlayerRow.RightIconType.RANK_FREEMODE,
307 | rightText = $"{p.ServerId}",
308 | serverId = p.ServerId,
309 | };
310 | }
311 | else
312 | {
313 | row = new PlayerRow()
314 | {
315 | color = 111,
316 | crewLabelText = "",
317 | friendType = ' ',
318 | iconOverlayText = "",
319 | jobPointsDisplayType = PlayerRow.DisplayType.NUMBER_ONLY,
320 | jobPointsText = "",
321 | name = p.Name.Replace("<", "").Replace(">", "").Replace("^", "").Replace("~", "").Trim(),
322 | rightIcon = (int)PlayerRow.RightIconType.RANK_FREEMODE,
323 | rightText = $"{p.ServerId}",
324 | serverId = p.ServerId,
325 | };
326 | }
327 |
328 | //Debug.WriteLine("Checking if {0} is in the Dic. Their SERVER ID {1}.", p.Name, p.ServerId);
329 | if (textureCache.ContainsKey(p.ServerId))
330 | {
331 | row.textureString = textureCache[p.ServerId];
332 | }
333 | else
334 | {
335 | //Debug.WriteLine("Not in setting image to blank");
336 | row.textureString = "";
337 | }
338 |
339 | rows.Add(row);
340 | }
341 | amount++;
342 | }
343 | rows.Sort((row1, row2) => row1.serverId.CompareTo(row2.serverId));
344 | for (var i = 0; i < maxClients * 2; i++)
345 | {
346 | scale.CallFunction("SET_DATA_SLOT_EMPTY", i);
347 | }
348 | var index = 0;
349 | foreach (PlayerRow row in rows)
350 | {
351 | if (row.crewLabelText != "")
352 | {
353 | scale.CallFunction("SET_DATA_SLOT", index, row.rightText, row.name, row.color, row.rightIcon, row.iconOverlayText, row.jobPointsText,
354 | $"..+{row.crewLabelText}", (int)row.jobPointsDisplayType, row.textureString, row.textureString, row.friendType);
355 | }
356 | else
357 | {
358 | scale.CallFunction("SET_DATA_SLOT", index, row.rightText, row.name, row.color, row.rightIcon, row.iconOverlayText, row.jobPointsText,
359 | "", (int)row.jobPointsDisplayType, row.textureString, row.textureString, row.friendType);
360 | }
361 | index++;
362 | }
363 |
364 | await Delay(0);
365 | }
366 |
367 | ///
368 | /// Used to check if the row from the loop is supposed to be displayed based on the current page view.
369 | ///
370 | ///
371 | ///
372 | private bool IsRowSupposedToShow(int row)
373 | {
374 | if (currentPage > 0)
375 | {
376 | var max = currentPage * 16;
377 | var min = (currentPage * 16) - 16;
378 | if (row >= min && row < max)
379 | {
380 | return true;
381 | }
382 | return false;
383 | }
384 | return false;
385 | }
386 |
387 | ///
388 | /// Update the "textureCache" Dictionary with headshots of the players online.
389 | ///
390 | ///
391 | private async Task UpdateHeadshots()
392 | {
393 | PlayerList playersToCheck = new PlayerList();
394 |
395 | foreach (Player p in playersToCheck)
396 | {
397 | string headshot = await GetHeadshotImage(GetPlayerPed(p.Handle));
398 |
399 | textureCache[p.ServerId] = headshot;
400 | }
401 |
402 | //Maybe make configurable?
403 | await Delay(1000);
404 | }
405 |
406 | }
407 | }
408 |
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