Check to make sure player data isn't null
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@@ -73,9 +73,11 @@ function onPlayerQuit(event, client, quitReasonId) {
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function onPlayerChat(event, client, messageText) {
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event.preventDefault();
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if(!getPlayerData(client).loggedIn) {
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messagePlayerError(client, "You need to login before you can chat!");
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return false;
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if(!isNull(getPlayerData(client))) {
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if(!getPlayerData(client).loggedIn) {
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messagePlayerError(client, "You need to login before you can chat!");
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return false;
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}
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}
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messageText = messageText.substring(0, 128);
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@@ -272,12 +274,20 @@ function onPlayerDeath(client, position) {
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let closestJail = getClosestJail(position);
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getPlayerCurrentSubAccount(client).interior = closestJail.interior;
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getPlayerCurrentSubAccount(client).dimension = closestJail.dimension;
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spawnPlayer(client, closestJail.position, closestJail.heading, getPlayerCurrentSubAccount(client).skin);
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if(getServerGame() == GAME_GTA_IV) {
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spawnPlayer(client, closestJail.position, closestJail.heading, getPlayerCurrentSubAccount(client).skin);
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} else {
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spawnPlayer(client, closestJail.position, closestJail.heading, getPlayerCurrentSubAccount(client).skin, closestJail.interior, closestJail.dimension);
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}
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} else {
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let closestHospital = getClosestHospital(position);
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getPlayerCurrentSubAccount(client).interior = closestHospital.interior;
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getPlayerCurrentSubAccount(client).dimension = closestHospital.dimension;
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spawnPlayer(client, closestHospital.position, closestHospital.heading, getPlayerCurrentSubAccount(client).skin);
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if(getServerGame() == GAME_GTA_IV) {
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spawnPlayer(client, closestHospital.position, closestHospital.heading, getPlayerCurrentSubAccount(client).skin);
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} else {
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spawnPlayer(client, closestHospital.position, closestHospital.heading, getPlayerCurrentSubAccount(client).skin, closestHospital.interior, closestHospital.dimension);
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}
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}
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}, 2000);
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}, 1000);
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@@ -312,72 +322,72 @@ function onPlayerSpawn(client) {
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logToConsole(LOG_DEBUG, `[Asshat.Event] ${getPlayerDisplayForConsole(client)}'s player data is valid. Continuing spawn processing ...`);
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logToConsole(LOG_DEBUG, `[Asshat.Event] Setting player skin for ${getPlayerDisplayForConsole(client)} to ${getPlayerCurrentSubAccount(client).skin}`);
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setPlayerSkin(client, getPlayerCurrentSubAccount(client).skin);
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//logToConsole(LOG_DEBUG, `[Asshat.Event] Setting player skin for ${getPlayerDisplayForConsole(client)} to ${getPlayerCurrentSubAccount(client).skin}`);
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//setPlayerSkin(client, getPlayerCurrentSubAccount(client).skin);
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restorePlayerCamera(client);
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logToConsole(LOG_DEBUG, `Storing ${getPlayerDisplayForConsole(client)} ped in client data `);
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getPlayerData(client).ped = client.player;
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//if(getServerGame() != GAME_GTA_IV) {
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logToConsole(LOG_DEBUG, `Storing ${getPlayerDisplayForConsole(client)} ped in client data `);
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getPlayerData(client).ped = client.player;
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logToConsole(LOG_DEBUG, `Sending ${getPlayerDisplayForConsole(client)} the 'now playing as' message`);
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messagePlayerAlert(client, `You are now playing as: [#0099FF]${getCharacterFullName(client)}`, getColourByName("white"));
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messagePlayerNormal(client, "This server is in early development and may restart at any time for updates.", getColourByName("orange"));
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messagePlayerNormal(client, "Please report any bugs using /bug and suggestions using /idea", getColourByName("yellow"));
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logToConsole(LOG_DEBUG, `Sending ${getPlayerDisplayForConsole(client)} the 'now playing as' message`);
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messagePlayerAlert(client, `You are now playing as: [#0099FF]${getCharacterFullName(client)}`, getColourByName("white"));
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messagePlayerNormal(client, "This server is in early development and may restart at any time for updates.", getColourByName("orange"));
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messagePlayerNormal(client, "Please report any bugs using /bug and suggestions using /idea", getColourByName("yellow"));
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logToConsole(LOG_DEBUG, `[Asshat.Event] Updating spawned state for ${getPlayerDisplayForConsole(client)} to true`);
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updatePlayerSpawnedState(client, true);
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logToConsole(LOG_DEBUG, `[Asshat.Event] Updating spawned state for ${getPlayerDisplayForConsole(client)} to true`);
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updatePlayerSpawnedState(client, true);
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//logToConsole(LOG_DEBUG, `[Asshat.Event] Setting player interior for ${getPlayerDisplayForConsole(client)} to ${getPlayerCurrentSubAccount(client).interior}`);
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//setPlayerInterior(client, getPlayerCurrentSubAccount(client).interior);
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logToConsole(LOG_DEBUG, `[Asshat.Event] Setting player interior for ${getPlayerDisplayForConsole(client)} to ${getPlayerCurrentSubAccount(client).interior}`);
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setPlayerInterior(client, getPlayerCurrentSubAccount(client).interior);
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//logToConsole(LOG_DEBUG, `[Asshat.Event] Setting player dimension for ${getPlayerDisplayForConsole(client)} to ${getPlayerCurrentSubAccount(client).dimension}`);
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//setPlayerDimension(client, getPlayerCurrentSubAccount(client).dimension);
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logToConsole(LOG_DEBUG, `[Asshat.Event] Setting player dimension for ${getPlayerDisplayForConsole(client)} to ${getPlayerCurrentSubAccount(client).dimension}`);
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setPlayerDimension(client, getPlayerCurrentSubAccount(client).dimension);
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logToConsole(LOG_DEBUG, `[Asshat.Event] Updating all player name tags`);
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updateAllPlayerNameTags();
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logToConsole(LOG_DEBUG, `[Asshat.Event] Updating all player name tags`);
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updateAllPlayerNameTags();
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logToConsole(LOG_DEBUG, `[Asshat.Event] Syncing ${getPlayerDisplayForConsole(client)}'s cash ${getPlayerCurrentSubAccount(client).cash}`);
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updatePlayerCash(client);
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logToConsole(LOG_DEBUG, `[Asshat.Event] Syncing ${getPlayerDisplayForConsole(client)}'s cash ${getPlayerCurrentSubAccount(client).cash}`);
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updatePlayerCash(client);
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logToConsole(LOG_DEBUG, `[Asshat.Event] Sending ${getPlayerDisplayForConsole(client)}'s job type to their client (${getJobIndexFromDatabaseId(getPlayerCurrentSubAccount(client))})`);
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sendPlayerJobType(client, getPlayerCurrentSubAccount(client).job);
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logToConsole(LOG_DEBUG, `[Asshat.Event] Sending ${getPlayerDisplayForConsole(client)}'s job type to their client (${getJobIndexFromDatabaseId(getPlayerCurrentSubAccount(client))})`);
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sendPlayerJobType(client, getPlayerCurrentSubAccount(client).job);
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logToConsole(LOG_DEBUG, `[Asshat.Event] Enabling all rendering states for ${getPlayerDisplayForConsole(client)}`);
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setPlayer2DRendering(client, true, true, true, true, true, true);
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logToConsole(LOG_DEBUG, `[Asshat.Event] Enabling all rendering states for ${getPlayerDisplayForConsole(client)}`);
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setPlayer2DRendering(client, true, true, true, true, true, true);
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logToConsole(LOG_DEBUG, `[Asshat.Event] Sending snow states to ${getPlayerDisplayForConsole(client)}`);
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updatePlayerSnowState(client);
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logToConsole(LOG_DEBUG, `[Asshat.Event] Sending snow states to ${getPlayerDisplayForConsole(client)}`);
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updatePlayerSnowState(client);
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logToConsole(LOG_DEBUG, `[Asshat.Event] Sending ground snow excluded models to ${getPlayerDisplayForConsole(client)}`);
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sendExcludedModelsForGroundSnowToPlayer(client);
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logToConsole(LOG_DEBUG, `[Asshat.Event] Sending ground snow excluded models to ${getPlayerDisplayForConsole(client)}`);
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sendExcludedModelsForGroundSnowToPlayer(client);
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logToConsole(LOG_DEBUG, `[Asshat.Event] Sending removed world objects to ${getPlayerDisplayForConsole(client)}`);
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sendRemovedWorldObjectsToPlayer(client);
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logToConsole(LOG_DEBUG, `[Asshat.Event] Sending removed world objects to ${getPlayerDisplayForConsole(client)}`);
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sendRemovedWorldObjectsToPlayer(client);
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//setEntityData(client.player, "ag.scale", getPlayerCurrentSubAccount(client).pedScale, true);
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//setEntityData(client.player, "ag.scale", getPlayerCurrentSubAccount(client).pedScale, true);
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//setTimeout(function() {
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// syncPlayerProperties(client);
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//}, 1000);
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//setTimeout(function() {
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// syncPlayerProperties(client);
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//}, 1000);
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logToConsole(LOG_DEBUG, `[Asshat.Event] Updating logo state for ${getPlayerDisplayForConsole(client)}`);
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if(getServerConfig().showLogo && doesPlayerHaveLogoEnabled(client)) {
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updatePlayerShowLogoState(client, true);
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}
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logToConsole(LOG_DEBUG, `[Asshat.Event] Updating logo state for ${getPlayerDisplayForConsole(client)}`);
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if(getServerConfig().showLogo && doesPlayerHaveLogoEnabled(client)) {
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updatePlayerShowLogoState(client, true);
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}
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logToConsole(LOG_DEBUG, `[Asshat.Event] Caching ${getPlayerDisplayForConsole(client)}'s hotbar items`);
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cachePlayerHotBarItems(client);
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logToConsole(LOG_DEBUG, `[Asshat.Event] Caching ${getPlayerDisplayForConsole(client)}'s hotbar items`);
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cachePlayerHotBarItems(client);
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logToConsole(LOG_DEBUG, `[Asshat.Event] Syncing ${getPlayerDisplayForConsole(client)}'s hotbar`);
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updatePlayerHotBar(client);
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logToConsole(LOG_DEBUG, `[Asshat.Event] Syncing ${getPlayerDisplayForConsole(client)}'s hotbar`);
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updatePlayerHotBar(client);
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logToConsole(LOG_DEBUG, `[Asshat.Event] Setting ${getPlayerDisplayForConsole(client)}'s switchchar state to false`);
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getPlayerData(client).switchingCharacter = false;
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logToConsole(LOG_DEBUG, `[Asshat.Event] Setting ${getPlayerDisplayForConsole(client)}'s switchchar state to false`);
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getPlayerData(client).switchingCharacter = false;
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logToConsole(LOG_DEBUG, `[Asshat.Event] Setting ${getPlayerDisplayForConsole(client)}'s ped state to ready`);
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getPlayerData(client).pedState = AG_PEDSTATE_READY;
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logToConsole(LOG_DEBUG, `[Asshat.Event] Setting ${getPlayerDisplayForConsole(client)}'s ped state to ready`);
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getPlayerData(client).pedState = AG_PEDSTATE_READY;
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}
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// ---------------------------------------------------------------------------
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