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fix(client/main): Move events after spawning into the spawnmanager callback; do not skip spawnmanager fade
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+12
-16
@@ -43,8 +43,8 @@ AddEventHandler('esx:playerLoaded', function(playerData, isNew)
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end
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if Config.Multichar then
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TriggerEvent('esx_multicharacter:SpawnCharacter', playerData.coords, isNew, playerData.skin)
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Citizen.Wait(4000)
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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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x = playerData.coords.x,
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@@ -52,25 +52,21 @@ AddEventHandler('esx:playerLoaded', function(playerData, isNew)
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z = playerData.coords.z + 0.25,
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heading = playerData.coords.heading,
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model = `mp_m_freemode_01`,
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skipFade = true
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skipFade = false
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}, function()
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TriggerEvent('esx:onPlayerSpawn')
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TriggerEvent('playerSpawned') -- compatibility with old scripts
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TriggerEvent('esx:restoreLoadout')
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if isNew then
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if playerData.skin.sex == 0 then
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TriggerEvent('skinchanger:loadDefaultModel', true)
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else
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TriggerEvent('skinchanger:loadDefaultModel', false)
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end
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elseif playerData.skin then TriggerEvent('skinchanger:loadSkin', playerData.skin) end
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TriggerEvent('esx:loadingScreenOff')
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FreezeEntityPosition(ESX.PlayerData.ped, false)
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end)
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Citizen.Wait(1000)
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if isNew then
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if playerData.skin.sex == 0 then
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TriggerEvent('skinchanger:loadDefaultModel', true)
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else
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TriggerEvent('skinchanger:loadDefaultModel', false)
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end
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elseif playerData.skin then TriggerEvent('skinchanger:loadSkin', playerData.skin) end
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ShutdownLoadingScreen()
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ShutdownLoadingScreenNui()
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TriggerEvent('esx:loadingScreenOff')
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DoScreenFadeIn(500)
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FreezeEntityPosition(ESX.PlayerData.ped, false)
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end
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StartServerSyncLoops()
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end)
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