Check to make sure player data isn't null

This commit is contained in:
Vortrex
2021-02-20 20:10:08 -06:00
parent 0abbbf2c51
commit 2e6bf7ffe1

View File

@@ -73,9 +73,11 @@ function onPlayerQuit(event, client, quitReasonId) {
function onPlayerChat(event, client, messageText) {
event.preventDefault();
if(!getPlayerData(client).loggedIn) {
messagePlayerError(client, "You need to login before you can chat!");
return false;
if(!isNull(getPlayerData(client))) {
if(!getPlayerData(client).loggedIn) {
messagePlayerError(client, "You need to login before you can chat!");
return false;
}
}
messageText = messageText.substring(0, 128);
@@ -272,12 +274,20 @@ function onPlayerDeath(client, position) {
let closestJail = getClosestJail(position);
getPlayerCurrentSubAccount(client).interior = closestJail.interior;
getPlayerCurrentSubAccount(client).dimension = closestJail.dimension;
spawnPlayer(client, closestJail.position, closestJail.heading, getPlayerCurrentSubAccount(client).skin);
if(getServerGame() == GAME_GTA_IV) {
spawnPlayer(client, closestJail.position, closestJail.heading, getPlayerCurrentSubAccount(client).skin);
} else {
spawnPlayer(client, closestJail.position, closestJail.heading, getPlayerCurrentSubAccount(client).skin, closestJail.interior, closestJail.dimension);
}
} else {
let closestHospital = getClosestHospital(position);
getPlayerCurrentSubAccount(client).interior = closestHospital.interior;
getPlayerCurrentSubAccount(client).dimension = closestHospital.dimension;
spawnPlayer(client, closestHospital.position, closestHospital.heading, getPlayerCurrentSubAccount(client).skin);
if(getServerGame() == GAME_GTA_IV) {
spawnPlayer(client, closestHospital.position, closestHospital.heading, getPlayerCurrentSubAccount(client).skin);
} else {
spawnPlayer(client, closestHospital.position, closestHospital.heading, getPlayerCurrentSubAccount(client).skin, closestHospital.interior, closestHospital.dimension);
}
}
}, 2000);
}, 1000);
@@ -312,72 +322,72 @@ function onPlayerSpawn(client) {
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);
//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, `Storing ${getPlayerDisplayForConsole(client)} ped in client data `);
getPlayerData(client).ped = client.player;
//if(getServerGame() != GAME_GTA_IV) {
logToConsole(LOG_DEBUG, `Storing ${getPlayerDisplayForConsole(client)} ped in client data `);
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"));
messagePlayerNormal(client, "This server is in early development and may restart at any time for updates.", getColourByName("orange"));
messagePlayerNormal(client, "Please report any bugs using /bug and suggestions using /idea", getColourByName("yellow"));
logToConsole(LOG_DEBUG, `Sending ${getPlayerDisplayForConsole(client)} the 'now playing as' message`);
messagePlayerAlert(client, `You are now playing as: [#0099FF]${getCharacterFullName(client)}`, getColourByName("white"));
messagePlayerNormal(client, "This server is in early development and may restart at any time for updates.", getColourByName("orange"));
messagePlayerNormal(client, "Please report any bugs using /bug and suggestions using /idea", getColourByName("yellow"));
logToConsole(LOG_DEBUG, `[Asshat.Event] Updating spawned state for ${getPlayerDisplayForConsole(client)} to true`);
updatePlayerSpawnedState(client, true);
logToConsole(LOG_DEBUG, `[Asshat.Event] Updating spawned state for ${getPlayerDisplayForConsole(client)} to true`);
updatePlayerSpawnedState(client, true);
//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 interior for ${getPlayerDisplayForConsole(client)} to ${getPlayerCurrentSubAccount(client).interior}`);
setPlayerInterior(client, getPlayerCurrentSubAccount(client).interior);
//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] 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`);
updateAllPlayerNameTags();
logToConsole(LOG_DEBUG, `[Asshat.Event] Updating all player name tags`);
updateAllPlayerNameTags();
logToConsole(LOG_DEBUG, `[Asshat.Event] Syncing ${getPlayerDisplayForConsole(client)}'s cash ${getPlayerCurrentSubAccount(client).cash}`);
updatePlayerCash(client);
logToConsole(LOG_DEBUG, `[Asshat.Event] Syncing ${getPlayerDisplayForConsole(client)}'s cash ${getPlayerCurrentSubAccount(client).cash}`);
updatePlayerCash(client);
logToConsole(LOG_DEBUG, `[Asshat.Event] Sending ${getPlayerDisplayForConsole(client)}'s job type to their client (${getJobIndexFromDatabaseId(getPlayerCurrentSubAccount(client))})`);
sendPlayerJobType(client, getPlayerCurrentSubAccount(client).job);
logToConsole(LOG_DEBUG, `[Asshat.Event] Sending ${getPlayerDisplayForConsole(client)}'s job type to their client (${getJobIndexFromDatabaseId(getPlayerCurrentSubAccount(client))})`);
sendPlayerJobType(client, getPlayerCurrentSubAccount(client).job);
logToConsole(LOG_DEBUG, `[Asshat.Event] Enabling all rendering states for ${getPlayerDisplayForConsole(client)}`);
setPlayer2DRendering(client, true, true, true, true, true, true);
logToConsole(LOG_DEBUG, `[Asshat.Event] Enabling all rendering states for ${getPlayerDisplayForConsole(client)}`);
setPlayer2DRendering(client, true, true, true, true, true, true);
logToConsole(LOG_DEBUG, `[Asshat.Event] Sending snow states to ${getPlayerDisplayForConsole(client)}`);
updatePlayerSnowState(client);
logToConsole(LOG_DEBUG, `[Asshat.Event] Sending snow states to ${getPlayerDisplayForConsole(client)}`);
updatePlayerSnowState(client);
logToConsole(LOG_DEBUG, `[Asshat.Event] Sending ground snow excluded models to ${getPlayerDisplayForConsole(client)}`);
sendExcludedModelsForGroundSnowToPlayer(client);
logToConsole(LOG_DEBUG, `[Asshat.Event] Sending ground snow excluded models to ${getPlayerDisplayForConsole(client)}`);
sendExcludedModelsForGroundSnowToPlayer(client);
logToConsole(LOG_DEBUG, `[Asshat.Event] Sending removed world objects to ${getPlayerDisplayForConsole(client)}`);
sendRemovedWorldObjectsToPlayer(client);
logToConsole(LOG_DEBUG, `[Asshat.Event] Sending removed world objects to ${getPlayerDisplayForConsole(client)}`);
sendRemovedWorldObjectsToPlayer(client);
//setEntityData(client.player, "ag.scale", getPlayerCurrentSubAccount(client).pedScale, true);
//setEntityData(client.player, "ag.scale", getPlayerCurrentSubAccount(client).pedScale, true);
//setTimeout(function() {
// syncPlayerProperties(client);
//}, 1000);
//setTimeout(function() {
// syncPlayerProperties(client);
//}, 1000);
logToConsole(LOG_DEBUG, `[Asshat.Event] Updating logo state for ${getPlayerDisplayForConsole(client)}`);
if(getServerConfig().showLogo && doesPlayerHaveLogoEnabled(client)) {
updatePlayerShowLogoState(client, true);
}
logToConsole(LOG_DEBUG, `[Asshat.Event] Updating logo state for ${getPlayerDisplayForConsole(client)}`);
if(getServerConfig().showLogo && doesPlayerHaveLogoEnabled(client)) {
updatePlayerShowLogoState(client, true);
}
logToConsole(LOG_DEBUG, `[Asshat.Event] Caching ${getPlayerDisplayForConsole(client)}'s hotbar items`);
cachePlayerHotBarItems(client);
logToConsole(LOG_DEBUG, `[Asshat.Event] Caching ${getPlayerDisplayForConsole(client)}'s hotbar items`);
cachePlayerHotBarItems(client);
logToConsole(LOG_DEBUG, `[Asshat.Event] Syncing ${getPlayerDisplayForConsole(client)}'s hotbar`);
updatePlayerHotBar(client);
logToConsole(LOG_DEBUG, `[Asshat.Event] Syncing ${getPlayerDisplayForConsole(client)}'s hotbar`);
updatePlayerHotBar(client);
logToConsole(LOG_DEBUG, `[Asshat.Event] Setting ${getPlayerDisplayForConsole(client)}'s switchchar state to false`);
getPlayerData(client).switchingCharacter = false;
logToConsole(LOG_DEBUG, `[Asshat.Event] Setting ${getPlayerDisplayForConsole(client)}'s switchchar state to false`);
getPlayerData(client).switchingCharacter = false;
logToConsole(LOG_DEBUG, `[Asshat.Event] Setting ${getPlayerDisplayForConsole(client)}'s ped state to ready`);
getPlayerData(client).pedState = AG_PEDSTATE_READY;
logToConsole(LOG_DEBUG, `[Asshat.Event] Setting ${getPlayerDisplayForConsole(client)}'s ped state to ready`);
getPlayerData(client).pedState = AG_PEDSTATE_READY;
}
// ---------------------------------------------------------------------------