Fixed stuck on loading screen, fixed player falling trough world, fixed #678

This commit is contained in:
ElPumpo
2020-04-20 11:31:19 +02:00
parent 849da573bf
commit 0647f4e77f
+8 -11
View File
@@ -26,18 +26,16 @@ AddEventHandler('esx:playerLoaded', function(playerData)
end
SetPlayerModel(PlayerId(), defaultModel)
local playerPed = PlayerPedId()
SetPedDefaultComponentVariation(playerPed)
SetPedRandomComponentVariation(playerPed, true)
SetPedDefaultComponentVariation(PlayerPedId())
SetPedRandomComponentVariation(PlayerPedId(), true)
SetModelAsNoLongerNeeded(defaultModel)
FreezeEntityPosition(playerPed, false)
end
local playerPed = PlayerPedId()
-- freeze the player
FreezeEntityPosition(PlayerPedId(), true)
-- enable PVP
SetCanAttackFriendly(playerPed, true, false)
SetCanAttackFriendly(PlayerPedId(), true, false)
NetworkSetFriendlyFireOption(true)
-- disable wanted level
@@ -62,10 +60,10 @@ AddEventHandler('esx:playerLoaded', function(playerData)
})
end
ESX.Game.Teleport(playerPed, {
ESX.Game.Teleport(PlayerPedId(), {
x = playerData.coords.x,
y = playerData.coords.y,
z = playerData.coords.z + 0.5,
z = playerData.coords.z + 0.25,
heading = playerData.coords.heading
}, function()
TriggerServerEvent('esx:onPlayerSpawn')
@@ -75,6 +73,7 @@ AddEventHandler('esx:playerLoaded', function(playerData)
Citizen.Wait(3000)
ShutdownLoadingScreen()
FreezeEntityPosition(PlayerPedId(), false)
DoScreenFadeIn(10000)
StartServerSyncLoops()
end)
@@ -97,7 +96,6 @@ end)
AddEventHandler('esx:restoreLoadout', function()
local playerPed = PlayerPedId()
local ammoTypes = {}
RemoveAllPedWeapons(playerPed, true)
for k,v in ipairs(ESX.PlayerData.loadout) do
@@ -111,7 +109,6 @@ AddEventHandler('esx:restoreLoadout', function()
for k2,v2 in ipairs(v.components) do
local componentHash = ESX.GetWeaponComponent(weaponName, v2).hash
GiveWeaponComponentToPed(playerPed, weaponHash, componentHash)
end