diff --git a/scripts/server/client.js b/scripts/server/client.js index bcd01a3d..99c62c28 100644 --- a/scripts/server/client.js +++ b/scripts/server/client.js @@ -500,9 +500,9 @@ function sendPlayerFrozenState(client, state) { // =========================================================================== -function clearPlayerWeapons(client) { +function clearPlayerWeapons(client, clearData = true) { logToConsole(LOG_DEBUG, `[VRR.Client] Sending signal to ${getPlayerDisplayForConsole(client)} to clear weapons`); - sendNetworkEventToPlayer("vrr.clearWeapons", client); + sendNetworkEventToPlayer("vrr.clearWeapons", client, clearData); } // =========================================================================== @@ -899,7 +899,7 @@ function playerFinishedSkinSelection(client, allowedSkinIndex) { } return false; } else { - getPlayerCurrentSubAccount(client).skin = getSkinIndexFromModel(allowedSkins[allowedSkinIndex][0]); + getPlayerCurrentSubAccount(client).skin = getSkinIndexFromModel(getServerData().allowedSkins[allowedSkinIndex][0]); if(isPlayerWorking(client)) { messagePlayerAlert(client, "Your new skin has been saved but won't be shown until you stop working."); setPlayerSkin(client, getJobData(getPlayerCurrentSubAccount(client).job).uniforms[getPlayerData(client).jobUniform].skinId); @@ -926,7 +926,7 @@ function playerFinishedSkinSelection(client, allowedSkinIndex) { switchPlayerActiveHotBarSlot(client, -1); cachePlayerHotBarItems(client); - meActionToNearbyPlayers(client, `changes their skin to ${allowedSkins[allowedSkinIndex][1]}`); + meActionToNearbyPlayers(client, `changes their skin to ${getServerData().allowedSkins[allowedSkinIndex][1]}`); } }