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https://github.com/esx-framework/esx_core.git
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improvement(client/main): Do not update PlayerData.dead if the value has not changed; remove unused multicharacter event
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+3
-7
@@ -17,7 +17,6 @@ AddEventHandler('esx:playerLoaded', function(playerData, isNew, skin)
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FreezeEntityPosition(PlayerPedId(), true)
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if Config.Multichar then
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TriggerEvent('esx_multicharacter:SpawnCharacter', playerData.coords, isNew)
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Citizen.Wait(3000)
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else
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exports.spawnmanager:spawnPlayer({
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@@ -85,13 +84,13 @@ AddEventHandler('esx:setMaxWeight', function(newMaxWeight) ESX.PlayerData.maxWei
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AddEventHandler('esx:onPlayerSpawn', function()
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local playerPed = PlayerPedId()
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if ESX.PlayerData.ped ~= playerPed then ESX.SetPlayerData('ped', playerPed) end
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ESX.SetPlayerData('dead', false)
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if ESX.PlayerData.dead ~= false then ESX.SetPlayerData('dead', false) end
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end)
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AddEventHandler('esx:onPlayerDeath', function()
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local playerPed = PlayerPedId()
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if ESX.PlayerData.ped ~= playerPed then ESX.SetPlayerData('ped', playerPed) end
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ESX.SetPlayerData('dead', true)
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if ESX.PlayerData.dead ~= false then ESX.SetPlayerData('dead', true) end
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end)
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AddEventHandler('skinchanger:modelLoaded', function()
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@@ -186,9 +185,6 @@ end)
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RegisterNetEvent('esx:addWeapon')
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AddEventHandler('esx:addWeapon', function(weapon, ammo)
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-- Removed ESX.PlayerData.ped from being stored in a variable, not needed
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-- when it's only being used once, also doing it in a few
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-- functions below this one
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GiveWeaponToPed(ESX.PlayerData.ped, GetHashKey(weapon), ammo, false, false)
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end)
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@@ -406,7 +402,6 @@ function StartServerSyncLoops()
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local previousCoords = vector3(ESX.PlayerData.coords.x, ESX.PlayerData.coords.y, ESX.PlayerData.coords.z)
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while ESX.PlayerLoaded do
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Citizen.Wait(1500)
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local playerPed = PlayerPedId()
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if ESX.PlayerData.ped ~= playerPed then ESX.SetPlayerData('ped', playerPed) end
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@@ -421,6 +416,7 @@ function StartServerSyncLoops()
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TriggerServerEvent('esx:updateCoords', formattedCoords)
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end
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end
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Citizen.Wait(1500)
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end
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end)
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end
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