refactor(es_extended/client/modules/death): replace gameEventTriggered

This commit is contained in:
Ilias Rbayti
2024-11-28 18:22:49 +01:00
parent 2bfd7efd53
commit 96cb6b04fb
+11 -18
View File
@@ -43,19 +43,7 @@ function Death:Natual()
TriggerServerEvent("esx:onPlayerDeath", data)
end
function Death:Damaged(victim, victimDied)
if not victimDied then
return
end
if not IsEntityAPed(victim) then
return
end
if not IsPedAPlayer(victim) then
return
end
function Death:Damaged(victim)
local victimId = NetworkGetPlayerIndexFromPed(victim)
local isDead = IsPedDeadOrDying(victim, true) or IsPedFatallyInjured(victim)
if victimId ~= ESX.playerId or not isDead then
@@ -78,9 +66,14 @@ function Death:Damaged(victim, victimDied)
self:ResetValues()
end
AddEventHandler("gameEventTriggered", function(event, data)
if event ~= "CEventNetworkEntityDamage" then
return
end
Death:Damaged(data[1], data[4])
AddEventHandler("esx:onPlayerSpawn", function()
Citizen.CreateThreadNow(function()
while not ESX.PlayerData.dead do
if IsPedDeadOrDying(ESX.PlayerData.ped, true) then
Death:Damaged(ESX.PlayerData.ped)
break
end
Citizen.Wait(250)
end
end)
end)