Player Datas
Exports functions for manage players in framework
This var, get all datas from player (Rank, SourceID, Name, Lastname, Years, Nation, Cash, Gold, Inventory, Xp and more..
-- CALL SOURCE EVENT
_InfinitySource = GetPlayerServerId(PlayerId())
SOURCE DATAS
-- export for clientside / serverside
local SPlayerDatas = exports.infinity_core:GetPlayerSession(_InfinitySource)
print(SPlayerDatas._Charid) -- return CharID used by player
print(SPlayerDatas._Rank) -- return rank server permissions
print(SPlayerDatas._Bank) -- return bank cash value
print(SPlayerDatas._Cash) -- return cash
print(SPlayerDatas._Gold) -- return golds
print(SPlayerDatas._Xp) -- return xp
print(SPlayerDatas._Inventory) -- return all items have the player
print(SPlayerDatas._Firstname) -- return the firstname
print(SPlayerDatas._Years) -- return the years
print(SPlayerDatas._Nation) -- return the nationality
print(SPlayerDatas._Lastname) -- return the lastname
print(SPlayerDatas._Sex) -- return sex
print(SPlayerDatas._Job) -- return the job
print(SPlayerDatas._JobGrade) -- return the jobgrade
print(SPlayerDatas._Gang) -- return the gangname
print(SPlayerDatas._GangRank) -- return the gangrank
TARGET DATAS
-- export for clienside / serverside (do not forget "T" in the end call)
local TPlayerDatas = exports.infinity_core:GetPlayerTargetSession(PlayerTarget)
print(TPlayerDatas._CharidT) -- return CharID used
print(TPlayerDatas._RankT) -- return rank server permissions
print(TPlayerDatas._BankT) -- return bank cash value
print(TPlayerDatas._CashT) -- return cash
print(TPlayerDatas._GoldT) -- return golds
print(TPlayerDatas._XpT) -- return xp
print(TPlayerDatas._InventoryT) -- return all items have the player
print(TPlayerDatas._FirstnameT) -- return the firstname
print(TPlayerDatas._SexT) -- return sex
print(TPlayerDatas._YearsT) -- return the years
print(TPlayerDatas._NationT) -- return the nationality
print(TPlayerDatas._LastnameT) -- return the lastname
print(TPlayerDatas._JobT) -- return the job
print(TPlayerDatas._JobGradeT) -- return the jobgrade
print(TPlayerDatas._GangT) -- return the gangname
print(TPlayerDatas._GangRankT) -- return the gangrank
GET SOURCE STEAM
local SourceSteamID = exports.infinity_core:GetPlayerSource(_UndeadSource)
print(SourceSteamID)
-- return steam:identifier, and check if the user exist and online in the server
GET TARGET STEAM
local TargetSteamID = exports.infinity_core:GetPlayerTarget(PlayerTarget)
print(TargetSteamID)
-- return steam:identifier, and check if the user exist and online in the server
Force refresh session
--- Legend Help
TriggerClientEvent('infinitycore:RefreshPlayerDatas', 00, 01, 02, 03, 04, 05, 06, 07, 08, 09, 10, 11)
-- Legend
-- 00 = Source
-- 01 = Character ID used by player
-- 02 = Cash Bank amount
-- 03 = Cash amount
-- 04 = Xp amount
-- 05 = Gold Amount
-- 06 = Job
-- 07 = JobGrade
-- 08 = Gang
-- 09 = GangRank
-- 10 = Inventory
-- 11 = ActionType (add, remove, refresh, setinv, setjob, setxp, setgold, setcash, setgang)
Get current lvl of player
local PlayerLevel = exports.infinity_core:XpReturn()
Usage example (check is superadmin)
RegisterCommand('checkmyrank', function(source, args, rawCommand)
-- CALL SOURCE
_InfinitySource = GetPlayerServerId(PlayerId())
local PlayerDatas = exports.infinity_core:GetPlayerSession(_InfinitySource)
if PlayerDatas._Rank == "superadmin" then
-- granted for superadmin rank user (no need in this example)
end
end)
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