Minor change to functions

Add a TriggerEvent to `ESX.SetPlayerData` so we can tell other resources to update
Only set networked vehicles as persistent and able to migrate
Return entityCoords from `ESX.Game.GetVehicleInDirection`
Only run `ServerSyncLoops` while ESX.PlayerLoaded is true
Create an imports file to set ESX object and EventHandler for `esx:setPlayerData`
This commit is contained in:
thelindat
2021-05-06 19:42:56 +10:00
parent 2e77b9be87
commit fe86ef5f56
4 changed files with 18 additions and 6 deletions
+8 -4
View File
@@ -42,6 +42,7 @@ end
ESX.SetPlayerData = function(key, val)
ESX.PlayerData[key] = val
TriggerEvent('esx:setPlayerData', key, val)
end
ESX.ShowNotification = function(msg)
@@ -365,10 +366,12 @@ ESX.Game.SpawnVehicle = function(model, coords, heading, cb, networked)
ESX.Streaming.RequestModel(model)
local vehicle = CreateVehicle(model, vector.xyz, heading, networked, false)
local id = NetworkGetNetworkIdFromEntity(vehicle)
SetNetworkIdCanMigrate(id, true)
SetEntityAsMissionEntity(vehicle, true, false)
if networked then
local id = NetworkGetNetworkIdFromEntity(vehicle)
SetNetworkIdCanMigrate(id, true)
SetEntityAsMissionEntity(vehicle, true, false)
end
SetVehicleHasBeenOwnedByPlayer(vehicle, true)
SetVehicleNeedsToBeHotwired(vehicle, false)
SetModelAsNoLongerNeeded(model)
@@ -494,7 +497,8 @@ ESX.Game.GetVehicleInDirection = function()
local numRayHandle, hit, endCoords, surfaceNormal, entityHit = GetShapeTestResult(rayHandle)
if hit == 1 and GetEntityType(entityHit) == 2 then
return entityHit
local entityCoords = GetEntityCoords(entityHit)
return entityHit, entityCoords
end
return nil