Remove player spawning from process event

This commit is contained in:
Vortrex
2021-02-03 11:57:22 -06:00
parent 58dc92c3a6
commit 064a9dd4dd

View File

@@ -87,7 +87,7 @@ function onPlayerChat(event, client, messageText) {
function onProcess(event, deltaTime) {
checkVehicleBuying();
checkPlayerSpawning();
//checkPlayerSpawning();
//checkPlayerPedState();
//checkVehicleBurning();
}
@@ -293,18 +293,15 @@ function onPedSpawn(ped) {
// ---------------------------------------------------------------------------
function onPlayerSpawn(ped) {
//logToConsole(LOG_DEBUG, `[Asshat.Event] Checking for ${getPlayerDisplayForConsole(client)}'s client element`);
if(getClientFromPlayerElement(ped) == null) {
logToConsole(LOG_DEBUG, `[Asshat.Event] ${getPlayerDisplayForConsole(client)}'s client element not set yet. Rechecking ...`);
setTimeout(onPlayerSpawn, 500, ped);
function onPlayerSpawn(client) {
logToConsole(LOG_DEBUG, `[Asshat.Event] Checking for ${getPlayerDisplayForConsole(client)}'s player ped`);
if(client.player == null) {
logToConsole(LOG_DEBUG, `[Asshat.Event] ${getPlayerDisplayForConsole(client)}'s player element not set yet. Rechecking ...`);
setTimeout(onPlayerSpawn, 500, client);
return false;
}
let client = getClientFromPlayerElement(ped);
logToConsole(LOG_DEBUG, `[Asshat.Event] ${getPlayerDisplayForConsole(client)}'s client element is valid.`);
logToConsole(LOG_DEBUG, `[Asshat.Event] ${getPlayerDisplayForConsole(client)}'s player ped is valid. Continuing spawn processing ...`);
logToConsole(LOG_DEBUG, `[Asshat.Event] Checking ${getPlayerDisplayForConsole(client)}'s player data`);
if(!getPlayerData(client)) {
@@ -313,16 +310,15 @@ function onPlayerSpawn(ped) {
return false;
}
logToConsole(LOG_DEBUG, `[Asshat.Event] ${getPlayerDisplayForConsole(client)}'s player data is valid.`);
logToConsole(LOG_DEBUG, `[Asshat.Event] Processing ${getPlayerDisplayForConsole(client)}'s spawn (Player Element ID: ${client.player.id})`);
logToConsole(LOG_DEBUG, `[Asshat.Event] ${getPlayerDisplayForConsole(client)}'s player data is valid. Continuing spawn processing ...`);
logToConsole(LOG_DEBUG, `[Asshat.Event] Setting player skin for ${getPlayerDisplayForConsole(client)} to ${getPlayerCurrentSubAccount(client).skin}`);
setPlayerSkin(client, getPlayerCurrentSubAccount(client).skin);
restorePlayerCamera(client);
//logToConsole(LOG_DEBUG, `Checking switchchar for ${getPlayerDisplayForConsole(client)}`);
//if(!isPlayerSwitchingCharacter(client)) {
// return false;
//}
logToConsole(LOG_DEBUG, `Storing ${getPlayerDisplayForConsole(client)} ped in client data `);
getPlayerData(client).ped = ped;
getPlayerData(client).ped = client.player;
logToConsole(LOG_DEBUG, `Sending ${getPlayerDisplayForConsole(client)} the 'now playing as' message`);
messagePlayerAlert(client, `You are now playing as: [#0099FF]${getCharacterFullName(client)}`, getColourByName("white"));
@@ -332,10 +328,11 @@ function onPlayerSpawn(ped) {
logToConsole(LOG_DEBUG, `[Asshat.Event] Updating spawned state for ${getPlayerDisplayForConsole(client)} to true`);
updatePlayerSpawnedState(client, true);
logToConsole(LOG_DEBUG, `[Asshat.Event] Setting player interior to ${getPlayerDisplayForConsole(client)} to ${getPlayerCurrentSubAccount(client).interior}`);
logToConsole(LOG_DEBUG, `[Asshat.Event] Setting player interior for ${getPlayerDisplayForConsole(client)} to ${getPlayerCurrentSubAccount(client).interior}`);
setPlayerInterior(client, getPlayerCurrentSubAccount(client).interior);
logToConsole(LOG_DEBUG, `[Asshat.Event] Setting player dimension to ${getPlayerDisplayForConsole(client)} to ${getPlayerCurrentSubAccount(client).dimension}`);
logToConsole(LOG_DEBUG, `[Asshat.Event] Setting player dimension for ${getPlayerDisplayForConsole(client)} to ${getPlayerCurrentSubAccount(client).dimension}`);
setPlayerDimension(client, getPlayerCurrentSubAccount(client).dimension);
logToConsole(LOG_DEBUG, `[Asshat.Event] Updating all player name tags`);