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
_UndeadSource = GetPlayerServerId(PlayerId())
SOURCE DATAS
-- export for clientside / serverside
local SPlayerDatas  = exports.undead_core:GetPlayerSession(_UndeadSource)

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.undead_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.undead_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.undead_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('undeadcore: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.undead_core:XpReturn()

Usage example (check is superadmin)

RegisterCommand('checkmyrank', function(source, args, rawCommand)
    -- CALL SOURCE
    _UndeadSource = GetPlayerServerId(PlayerId())
    local PlayerDatas = exports.undead_core:GetPlayerSession(_UndeadSource )
    if PlayerDatas._Rank == "superadmin" then
      -- granted for superadmin rank user (no need in this example)
    end
end)

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