mirror of
https://github.com/esx-framework/esx_core.git
synced 2026-09-04 16:23:21 +00:00
Minor changes
This commit is contained in:
+19
-19
@@ -10,9 +10,9 @@ Keys = {
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["NENTER"] = 201, ["N4"] = 108, ["N5"] = 60, ["N6"] = 107, ["N+"] = 96, ["N-"] = 97, ["N7"] = 117, ["N8"] = 61, ["N9"] = 118
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}
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local FirstSpawn, PlayerLoaded = true, false
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local firstSpawn, PlayerLoaded = true, false
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IsDead = false
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isDead = false
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ESX = nil
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Citizen.CreateThread(function()
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@@ -41,14 +41,14 @@ AddEventHandler('esx:setJob', function(job)
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end)
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AddEventHandler('playerSpawned', function()
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IsDead = false
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isDead = false
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if FirstSpawn then
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if firstSpawn then
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exports.spawnmanager:setAutoSpawn(false) -- disable respawn
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FirstSpawn = false
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firstSpawn = false
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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.TriggerServerCallback('esx_ambulancejob:getDeathStatus', function(shouldDie)
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if shouldDie and 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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@@ -57,6 +57,8 @@ AddEventHandler('playerSpawned', function()
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RemoveItemsAfterRPDeath()
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end
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end)
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else
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TriggerServerEvent('esx_ambulancejob:onPlayerSpawn')
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end
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end)
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@@ -71,7 +73,7 @@ Citizen.CreateThread(function()
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SetBlipAsShortRange(blip, true)
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BeginTextCommandSetBlipName('STRING')
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AddTextComponentSubstringPlayerName(_U('hospital'))
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AddTextComponentSubstringPlayerName(_U('blip_hospital'))
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EndTextCommandSetBlipName(blip)
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end
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end)
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@@ -81,7 +83,7 @@ Citizen.CreateThread(function()
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while true do
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Citizen.Wait(0)
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if IsDead then
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if isDead then
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DisableAllControlActions(0)
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EnableControlAction(0, Keys['G'], true)
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EnableControlAction(0, Keys['T'], true)
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@@ -93,7 +95,7 @@ Citizen.CreateThread(function()
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end)
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function OnPlayerDeath()
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IsDead = true
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isDead = true
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ESX.UI.Menu.CloseAll()
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TriggerServerEvent('esx_ambulancejob:setDeathStatus', true)
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@@ -147,7 +149,7 @@ function StartDistressSignal()
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Citizen.CreateThread(function()
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local timer = Config.BleedoutTimer
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while timer > 0 and IsDead do
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while timer > 0 and isDead do
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Citizen.Wait(2)
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timer = timer - 30
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@@ -155,7 +157,6 @@ function StartDistressSignal()
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SetTextScale(0.45, 0.45)
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SetTextColour(185, 185, 185, 255)
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SetTextDropshadow(0, 0, 0, 0, 255)
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SetTextEdge(1, 0, 0, 0, 255)
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SetTextDropShadow()
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SetTextOutline()
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BeginTextCommandDisplayText('STRING')
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@@ -167,7 +168,7 @@ function StartDistressSignal()
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Citizen.CreateThread(function()
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Citizen.Wait(1000 * 60 * 5)
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if IsDead then
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if isDead then
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StartDistressSignal()
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end
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end)
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@@ -195,7 +196,6 @@ function DrawGenericTextThisFrame()
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SetTextScale(0.0, 0.5)
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SetTextColour(255, 255, 255, 255)
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SetTextDropshadow(0, 0, 0, 0, 255)
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SetTextEdge(1, 0, 0, 0, 255)
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SetTextDropShadow()
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SetTextOutline()
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SetTextCentre(true)
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@@ -229,7 +229,7 @@ function StartDeathTimer()
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Citizen.CreateThread(function()
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-- early respawn timer
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while earlySpawnTimer > 0 and IsDead do
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while earlySpawnTimer > 0 and isDead do
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Citizen.Wait(1000)
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if earlySpawnTimer > 0 then
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@@ -238,7 +238,7 @@ function StartDeathTimer()
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end
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-- bleedout timer
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while bleedoutTimer > 0 and IsDead do
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while bleedoutTimer > 0 and isDead do
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Citizen.Wait(1000)
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if bleedoutTimer > 0 then
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@@ -251,7 +251,7 @@ function StartDeathTimer()
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local text, timeHeld
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-- early respawn timer
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while earlySpawnTimer > 0 and IsDead do
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while earlySpawnTimer > 0 and isDead do
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Citizen.Wait(0)
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text = _U('respawn_available_in', secondsToClock(earlySpawnTimer))
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@@ -263,7 +263,7 @@ function StartDeathTimer()
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end
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-- bleedout timer
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while bleedoutTimer > 0 and IsDead do
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while bleedoutTimer > 0 and isDead do
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Citizen.Wait(0)
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text = _U('respawn_bleedout_in', secondsToClock(bleedoutTimer))
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@@ -297,7 +297,7 @@ function StartDeathTimer()
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DrawText(0.5, 0.8)
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end
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if bleedoutTimer < 1 and IsDead then
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if bleedoutTimer < 1 and isDead then
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RemoveItemsAfterRPDeath()
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end
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end)
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