Citizen.CreateThread(function() local isDead = false while true do Citizen.Wait(0) local player = PlayerId() if NetworkIsPlayerActive(player) then local playerPed = PlayerPedId() if IsPedFatallyInjured(playerPed) and not isDead then isDead = true local killer, killerWeapon = NetworkGetEntityKillerOfPlayer(player) local killerServerId = NetworkGetPlayerIndexFromPed(killer) if killer ~= playerPed and killerServerId ~= nil and NetworkIsPlayerActive(killerServerId) then PlayerKilledByPlayer(killerServerId, GetPlayerServerId(killerServerId), killerWeapon) else PlayerKilled() end elseif not IsPedFatallyInjured(playerPed) then isDead = false end end end end) function PlayerKilledByPlayer(killerServerId, killerClientId, killerWeapon) local victimCoords = GetEntityCoords(PlayerPedId()) local killerCoords = GetEntityCoords(killerPed) local distance = GetDistanceBetweenCoords(victimCoords, killerCoords, true) local data = { victimCoords = victimCoords, killerCoords = killerCoords, killedByPlayer = true, deathCause = killerWeapon, distance = ESX.Math.Round(distance, 1), killerServerId = killerServerId, killerClientId = killerClientId } TriggerEvent('esx:onPlayerDeath', data) TriggerServerEvent('esx:onPlayerDeath', data) end function PlayerKilled() local playerPed = PlayerPedId() local victimCoords = GetEntityCoords(PlayerPedId()) local data = { victimCoords = victimCoords, killedByPlayer = false, deathCause = GetPedCauseOfDeath(playerPed) } TriggerEvent('esx:onPlayerDeath', data) TriggerServerEvent('esx:onPlayerDeath', data) end