QBCore
IF USING THE LATEST QBCORE UPDATE THAT MOVED SOCIETY FUNDS TO QB-BANKING, Go to qb-core/server/functions.lua and replace PaycheckInterval() code with mine below. function PaycheckInterval()
function PaycheckInterval()
if next(QBCore.Players) then
for _, Player in pairs(QBCore.Players) do
if Player then
local payment = QBShared.Jobs[Player.PlayerData.job.name]['grades'][tostring(Player.PlayerData.job.grade.level)].payment
if not payment then payment = Player.PlayerData.job.payment end
if Player.PlayerData.job and payment > 0 and (QBShared.Jobs[Player.PlayerData.job.name].offDutyPay or Player.PlayerData.job.onduty) then
if QBCore.Config.Money.PayCheckSociety then
local account = exports['qb-banking']:GetAccountBalance(Player.PlayerData.job.name)
if account ~= 0 then
if account < payment then
TriggerClientEvent('QBCore:Notify', Player.PlayerData.source, Lang:t('error.company_too_poor'), 'error')
else
exports['finals-paycheck']:GivePaycheckByCitizenID(Player.PlayerData.citizenid, payment, source)
exports['qb-banking']:RemoveMoney(Player.PlayerData.job.name, payment, 'Employee Paycheck')
TriggerClientEvent('QBCore:Notify', Player.PlayerData.source, Lang:t('info.received_paycheck', {value = payment}))
end
else
exports['finals-paycheck']:GivePaycheckByCitizenID(Player.PlayerData.citizenid, payment, source)
TriggerClientEvent('QBCore:Notify', Player.PlayerData.source, Lang:t('info.received_paycheck', {value = payment}))
end
else
exports['finals-paycheck']:GivePaycheckByCitizenID(Player.PlayerData.citizenid, payment, source)
TriggerClientEvent('QBCore:Notify', Player.PlayerData.source, Lang:t('info.received_paycheck', {value = payment}))
end
end
end
end
end
SetTimeout(QBCore.Config.Money.PayCheckTimeOut * (60 * 1000), PaycheckInterval)
end
IF STILL USING QB-MANAGEMENT TO HANDLE SOCIETY FUNDS, Go to qb-core/server/functions.lua and replace PaycheckInterval() code with mine below.
function PaycheckInterval()
if next(QBCore.Players) then
for _, Player in pairs(QBCore.Players) do
if Player then
local payment = QBShared.Jobs[Player.PlayerData.job.name]['grades'][tostring(Player.PlayerData.job.grade.level)].payment
if not payment then payment = Player.PlayerData.job.payment end
if Player.PlayerData.job and payment > 0 and (QBShared.Jobs[Player.PlayerData.job.name].offDutyPay or Player.PlayerData.job.onduty) then
if QBCore.Config.Money.PayCheckSociety then
local account = exports['qb-management']:GetAccount(Player.PlayerData.job.name)
if account ~= 0 then -- Checks if player is employed by a society
if account < payment then -- Checks if company has enough money to pay society
TriggerClientEvent('QBCore:Notify', Player.PlayerData.source, Lang:t('error.company_too_poor'), 'error')
else
exports['finals-paycheck']:GivePaycheckByCitizenID(Player.PlayerData.citizenid, payment, source)
exports['qb-management']:RemoveMoney(Player.PlayerData.job.name, payment)
TriggerClientEvent('QBCore:Notify', Player.PlayerData.source, Lang:t('info.received_paycheck', {value = payment}))
end
else
exports['finals-paycheck']:GivePaycheckByCitizenID(Player.PlayerData.citizenid, payment, source)
TriggerClientEvent('QBCore:Notify', Player.PlayerData.source, Lang:t('info.received_paycheck', {value = payment}))
end
else
exports['finals-paycheck']:GivePaycheckByCitizenID(Player.PlayerData.citizenid, payment, source)
TriggerClientEvent('QBCore:Notify', Player.PlayerData.source, Lang:t('info.received_paycheck', {value = payment}))
end
end
end
end
end
SetTimeout(QBCore.Config.Money.PayCheckTimeOut * (60 * 1000), PaycheckInterval)
end
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