fix(client/main): Move events after spawning into the spawnmanager callback; do not skip spawnmanager fade

This commit is contained in:
Linden
2021-05-28 05:18:19 +10:00
parent 7d84e80539
commit 67965129f4
+12 -16
View File
@@ -43,8 +43,8 @@ AddEventHandler('esx:playerLoaded', function(playerData, isNew)
end
if Config.Multichar then
TriggerEvent('esx_multicharacter:SpawnCharacter', playerData.coords, isNew, playerData.skin)
Citizen.Wait(4000)
TriggerEvent('esx_multicharacter:SpawnCharacter', playerData.coords, isNew)
Citizen.Wait(3000)
else
exports.spawnmanager:spawnPlayer({
x = playerData.coords.x,
@@ -52,25 +52,21 @@ AddEventHandler('esx:playerLoaded', function(playerData, isNew)
z = playerData.coords.z + 0.25,
heading = playerData.coords.heading,
model = `mp_m_freemode_01`,
skipFade = true
skipFade = false
}, function()
TriggerEvent('esx:onPlayerSpawn')
TriggerEvent('playerSpawned') -- compatibility with old scripts
TriggerEvent('esx:restoreLoadout')
if isNew then
if playerData.skin.sex == 0 then
TriggerEvent('skinchanger:loadDefaultModel', true)
else
TriggerEvent('skinchanger:loadDefaultModel', false)
end
elseif playerData.skin then TriggerEvent('skinchanger:loadSkin', playerData.skin) end
TriggerEvent('esx:loadingScreenOff')
FreezeEntityPosition(ESX.PlayerData.ped, false)
end)
Citizen.Wait(1000)
if isNew then
if playerData.skin.sex == 0 then
TriggerEvent('skinchanger:loadDefaultModel', true)
else
TriggerEvent('skinchanger:loadDefaultModel', false)
end
elseif playerData.skin then TriggerEvent('skinchanger:loadSkin', playerData.skin) end
ShutdownLoadingScreen()
ShutdownLoadingScreenNui()
TriggerEvent('esx:loadingScreenOff')
DoScreenFadeIn(500)
FreezeEntityPosition(ESX.PlayerData.ped, false)
end
StartServerSyncLoops()
end)