improvement(client/main): Do not update PlayerData.dead if the value has not changed; remove unused multicharacter event

This commit is contained in:
Linden
2021-06-21 15:17:05 +10:00
committed by GitHub
parent a1686651c2
commit 0b766f8b0c
+3 -7
View File
@@ -17,7 +17,6 @@ AddEventHandler('esx:playerLoaded', function(playerData, isNew, skin)
FreezeEntityPosition(PlayerPedId(), true)
if Config.Multichar then
TriggerEvent('esx_multicharacter:SpawnCharacter', playerData.coords, isNew)
Citizen.Wait(3000)
else
exports.spawnmanager:spawnPlayer({
@@ -85,13 +84,13 @@ AddEventHandler('esx:setMaxWeight', function(newMaxWeight) ESX.PlayerData.maxWei
AddEventHandler('esx:onPlayerSpawn', function()
local playerPed = PlayerPedId()
if ESX.PlayerData.ped ~= playerPed then ESX.SetPlayerData('ped', playerPed) end
ESX.SetPlayerData('dead', false)
if ESX.PlayerData.dead ~= false then ESX.SetPlayerData('dead', false) end
end)
AddEventHandler('esx:onPlayerDeath', function()
local playerPed = PlayerPedId()
if ESX.PlayerData.ped ~= playerPed then ESX.SetPlayerData('ped', playerPed) end
ESX.SetPlayerData('dead', true)
if ESX.PlayerData.dead ~= false then ESX.SetPlayerData('dead', true) end
end)
AddEventHandler('skinchanger:modelLoaded', function()
@@ -186,9 +185,6 @@ end)
RegisterNetEvent('esx:addWeapon')
AddEventHandler('esx:addWeapon', function(weapon, ammo)
-- Removed ESX.PlayerData.ped from being stored in a variable, not needed
-- when it's only being used once, also doing it in a few
-- functions below this one
GiveWeaponToPed(ESX.PlayerData.ped, GetHashKey(weapon), ammo, false, false)
end)
@@ -406,7 +402,6 @@ function StartServerSyncLoops()
local previousCoords = vector3(ESX.PlayerData.coords.x, ESX.PlayerData.coords.y, ESX.PlayerData.coords.z)
while ESX.PlayerLoaded do
Citizen.Wait(1500)
local playerPed = PlayerPedId()
if ESX.PlayerData.ped ~= playerPed then ESX.SetPlayerData('ped', playerPed) end
@@ -421,6 +416,7 @@ function StartServerSyncLoops()
TriggerServerEvent('esx:updateCoords', formattedCoords)
end
end
Citizen.Wait(1500)
end
end)
end