fix(es_extended/client/death): trigger Death if player

This commit is contained in:
Kasey FItton
2024-11-07 17:45:33 +00:00
parent 4fe8437a2a
commit 246fcdefd0
+8 -4
View File
@@ -25,7 +25,6 @@ function Death:ByPlayer()
killerClientId = self.killerId,
}
self:ResetValues()
TriggerEvent("esx:onPlayerDeath", data)
TriggerServerEvent("esx:onPlayerDeath", data)
end
@@ -40,23 +39,26 @@ function Death:Natual()
deathCause = self.deathCause,
}
self:ResetValues()
TriggerEvent("esx:onPlayerDeath", data)
TriggerServerEvent("esx:onPlayerDeath", data)
end
function Death:Damaged(victim, victimDied)
if not victimDied then
return
end
if not IsEntityAPed(victim) then
return
end
if IsPedAPlayer(victim) then
if not IsPedAPlayer(victim) then
return
end
local victimId = NetworkGetPlayerIndexFromPed(victim)
local isDead = IsPedDeadOrDying(victim, true) or IsPedFatallyInjured(victim)
if not victimDied or victimId ~= ESX.playerId or not isDead then
if victimId ~= ESX.playerId or not isDead then
return
end
@@ -72,6 +74,8 @@ function Death:Damaged(victim, victimDied)
else
self:Natual()
end
self:ResetValues()
end
AddEventHandler("gameEventTriggered", function(event, data)