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Update readme.md
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@@ -1,169 +1,35 @@
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### ESX Legacy
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This resource is using some new features added in the latest update to ESX v1.
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Requires esx_identity and esx_skin to work - if you want to use something else (such as cui_character) you will need to work out the necessary changes.
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* By default, identifiers will write as `char#:license`, you can change the prefix in kashacters but the identifier is set by ESX
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### Nuclear Disarmament
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>
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The old kashacters queried the database when you selected a different character than your last; selecting the 3rd slot meant replacing every instance of `license` with `Char2:license`, then updating `Char3:license` to just `license`.
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While the end result worked it wasn't exactly optimised and had the reputation of "nuking your database".
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* When a character is created, append the character id to the license
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* (Framework) xPlayer and ESX.PlayerData `identifier` will display `char#:license` - `license` will display the actual identifier
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### Requirements
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* [esx_identity 83d155e](https://github.com/thelindat/esx_identity/tree/83d155e01e3ebfd87f2577052d343b60d56fc25a) Needs to be my fork for the moment
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* [esx_skin 1a0302b](https://github.com/esx-framework/esx_skin/tree/1a0302be4d6dc44d4cb80588775c8723e6f8d6c4)
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* Resource must be named `esx_kashacters` to function properly
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* All `owner` and `identifier` columns in your SQL tables must be set to at least **VARCHAR(50)** to correctly insert data
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* Do not run `essentialsmode` and ensure you are using `spawnmanager`
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> You **MUST** increase the varchar limit in all tables where column name `owner` or `identifier` occurs to at least **48**.
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# Information below is outdated and pending review
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## SQL Injection fix from [KASHZIN/kashacters/pull/36](https://github.com/KASHZIN/kashacters/pull/36) is applied to this fork!
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# Thanks to KASH and XxFri3ndlyxX
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### If you are updating ESX, be sure to update the remaining scripts!
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for now use:
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- [esx_identity commit: cc5abf1](https://github.com/ESX-Org/esx_identity/tree/cc5abf14c803d62b448309729e30c711ca4ed744)
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- [esx_status commit: bce4abf](https://github.com/ESX-Org/esx_status/tree/59c51e6daf425fa76a7922c8cbc65586af821463)
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## Current design:
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# Required changes:
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* es_extended: (`es_extended/client/main.lua`)
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### Replace this code:
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```lua
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Citizen.CreateThread(function()
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while true do
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Citizen.Wait(0)
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if NetworkIsPlayerActive(PlayerId()) then
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TriggerServerEvent('esx:onPlayerJoined')
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break
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end
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end
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end)
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```
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### with:
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```lua
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RegisterNetEvent('esx:kashloaded')
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AddEventHandler('esx:kashloaded', function()
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TriggerServerEvent('esx:onPlayerJoined')
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end)
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```
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* es_extended: (`es_extended/client/main.lua` at RegisterNetEvent('esx:playerLoaded'))
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### Comment out this code:
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```lua
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-- check if player is coming from loading screen
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if GetEntityModel(PlayerPedId()) == GetHashKey('PLAYER_ZERO') then
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local defaultModel = GetHashKey('a_m_y_stbla_02')
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RequestModel(defaultModel)
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while not HasModelLoaded(defaultModel) do
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Citizen.Wait(100)
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end
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SetPlayerModel(PlayerId(), defaultModel)
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local playerPed = PlayerPedId()
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SetPedDefaultComponentVariation(playerPed)
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SetPedRandomComponentVariation(playerPed, true)
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SetModelAsNoLongerNeeded(defaultModel)
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FreezeEntityPosition(playerPed, false)
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end
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```
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### find:
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```lua
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ESX.Game.Teleport(PlayerPedId(), {
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x = playerData.coords.x,
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y = playerData.coords.y,
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z = playerData.coords.z + 0.25,
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heading = playerData.coords.heading
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}, function()
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TriggerServerEvent('esx:onPlayerSpawn')
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TriggerEvent('esx:onPlayerSpawn')
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TriggerEvent('playerSpawned') -- compatibility with old scripts, will be removed soon
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TriggerEvent('esx:restoreLoadout')
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Citizen.Wait(3000)
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ShutdownLoadingScreen()
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FreezeEntityPosition(PlayerPedId(), false)
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DoScreenFadeIn(10000)
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StartServerSyncLoops()
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end)
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```
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### replace with:
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```lua
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--[[
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ESX.Game.Teleport(PlayerPedId(), {
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x = playerData.coords.x,
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y = playerData.coords.y,
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z = playerData.coords.z + 0.25,
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heading = playerData.coords.heading
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}, function()
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end)
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]]--
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TriggerServerEvent('esx:onPlayerSpawn')
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TriggerEvent('esx:onPlayerSpawn')
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TriggerEvent('playerSpawned') -- compatibility with old scripts, will be removed soon
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TriggerEvent('esx:restoreLoadout')
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Citizen.Wait(0)
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ShutdownLoadingScreen()
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FreezeEntityPosition(PlayerPedId(), false)
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DoScreenFadeIn(0)
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StartServerSyncLoops()
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```
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* es_extended: (`es_extended/server/main.lua`)
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### Change this code in `onPlayerJoined(playerId)` function on two places:
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```lua
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for k,v in ipairs(GetPlayerIdentifiers(playerId)) do
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if string.match(v, 'license:') then
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identifier = string.sub(v, 9)
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break
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end
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end
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```
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### to:
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```lua
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for k,v in ipairs(GetPlayerIdentifiers(playerId)) do
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if string.match(v, 'license:') then
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identifier = v
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break
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end
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end
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```
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# **IMPORTANT**
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## Tables (Owned & Identifier)
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- Now we edit the table and add all our identifier to make sure our character loads.
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- *Edit the code in esx_kashacters\server\main.lua*
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```lua
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local IdentifierTables = {
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{table = "addon_account_data", column = "owner"},
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{table = "addon_inventory_items", column = "owner"},
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{table = "billing", column = "identifier"},
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{table = "datastore_data", column = "owner"},
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{table = "owned_vehicles", column = "owner"},
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{table = "owned_properties", column = "owner"},
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{table = "rented_vehicles", column = "owner"},
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{table = "users", column = "identifier"},
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{table = "user_licenses", column = "owner"}
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}
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```
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To get your identifier.
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Do this query in your database
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`SELECT * FROM INFORMATION_SCHEMA.COLUMNS WHERE COLUMN_NAME = 'owner'`
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and
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`SELECT * FROM INFORMATION_SCHEMA.COLUMNS WHERE COLUMN_NAME = 'identifier'`
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## Duplication Entry (Datastore)
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@@ -246,101 +112,3 @@ local result = MySQL.Sync.fetchAll('SELECT * FROM datastore')
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xPlayer.set('dataStores', dataStores)
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end)
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```
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# Ambulance Fix
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The Fix for the ambulance on the kashacter script is already implemented.
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Now all you have to do is go to your ambulance script that is up to date and
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comment or delete
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* esx_ambulancejob: (`esx_ambulancejob/client/main.lua`)
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### find:
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```lua
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AddEventHandler('esx:onPlayerSpawn', function()
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isDead = false
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if firstSpawn then
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exports.spawnmanager:setAutoSpawn(false)
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firstSpawn = false
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if Config.AntiCombatLog then
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while not PlayerLoaded do
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Citizen.Wait(1000)
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end
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ESX.TriggerServerCallback('esx_ambulancejob:getDeathStatus', function(shouldDie)
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if shouldDie then
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ESX.ShowNotification(_U('combatlog_message'))
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RemoveItemsAfterRPDeath()
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end
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end)
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end
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end
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end)
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```
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### replace with:
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```lua
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RegisterNetEvent('esx_ambulancejob:multicharacter')
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AddEventHandler('esx_ambulancejob:multicharacter', function()
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isDead = false
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if firstSpawn then
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firstSpawn = false
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if Config.AntiCombatLog then
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while not PlayerLoaded do
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Citizen.Wait(1000)
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end
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ESX.TriggerServerCallback('esx_ambulancejob:getDeathStatus', function(isDead)
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if isDead and Config.AntiCombatLog then
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ESX.ShowNotification(_U('combatlog_message'))
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RemoveItemsAfterRPDeath()
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end
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end)
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end
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end
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end)
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```
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### find:
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```lua
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function RespawnPed(ped, coords, heading)
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SetEntityCoordsNoOffset(ped, coords.x, coords.y, coords.z, false, false, false, true)
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NetworkResurrectLocalPlayer(coords.x, coords.y, coords.z, heading, true, false)
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SetPlayerInvincible(ped, false)
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ClearPedBloodDamage(ped)
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TriggerServerEvent('esx:onPlayerSpawn')
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TriggerEvent('esx:onPlayerSpawn')
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TriggerEvent('playerSpawned') -- compatibility with old scripts, will be removed soon
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end
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```
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### repalce with:
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```lua
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function RespawnPed(ped, coords, heading)
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SetEntityCoordsNoOffset(ped, coords.x, coords.y, coords.z, false, false, false, true)
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NetworkResurrectLocalPlayer(coords.x, coords.y, coords.z, heading, true, false)
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SetPlayerInvincible(ped, false)
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ClearPedBloodDamage(ped)
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TriggerServerEvent('esx:onPlayerSpawn')
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TriggerEvent('esx_ambulancejob:multicharacter')
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TriggerEvent('playerSpawned') -- compatibility with old scripts, will be removed soon
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end
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```
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*If you do not do this last part once you repawn after death you will be frozen into place.*
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# Read carefully...
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> You **MUST** increase the varchar limit in all tables where column name `owner` or `identifier` occurs to at least **48**.
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> Do **not** use essentialsmode, mapmanager and spawnmanager!
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> *ATTENTION: You have to call the resource **esx_kashacters** in order for the javascript to work!**
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## How it works
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> What this script does it manipulates ESX for loading characters
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So when you are choosing your character it changes your **Rockstar license** which is normally **license:** to **Char:** this prevents ESX from loading another character because it is looking for you exact license. So when you choose your character it will change it from Char: to your normal Rockstar license (license:). When creating a new character it will spawn you without an exact license which creates a new database entry for your license.
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## Multiple languages support
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Just change locales/en.js in html/ui.html (line 10)
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