Close skin select before processing change
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@@ -713,6 +713,7 @@ function forcePlayerIntoSkinSelect(client) {
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getPlayerData(client).returnToHeading = getPlayerHeading(client);
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getPlayerData(client).returnToHeading = getPlayerHeading(client);
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getPlayerData(client).returnToInterior = getPlayerInterior(client);
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getPlayerData(client).returnToInterior = getPlayerInterior(client);
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getPlayerData(client).returnToDimension = getPlayerDimension(client);
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getPlayerData(client).returnToDimension = getPlayerDimension(client);
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getPlayerData(client).returnToType = VRR_RETURNTO_TYPE_SKINSELECT;
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setPlayerPosition(client, getGameConfig().skinChangePosition[getServerGame()][0]);
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setPlayerPosition(client, getGameConfig().skinChangePosition[getServerGame()][0]);
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setPlayerHeading(client, getGameConfig().skinChangePosition[getServerGame()][1]);
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setPlayerHeading(client, getGameConfig().skinChangePosition[getServerGame()][1]);
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@@ -859,6 +860,7 @@ function sendPlayerSetArmour(client, armour) {
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// ===========================================================================
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// ===========================================================================
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function playerFinishedSkinSelection(client, allowedSkinIndex) {
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function playerFinishedSkinSelection(client, allowedSkinIndex) {
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triggerNetworkEvent("vrr.skinSelect", client, false);
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if(allowedSkinIndex == -1) {
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if(allowedSkinIndex == -1) {
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restorePlayerCamera(client);
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restorePlayerCamera(client);
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return false;
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return false;
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@@ -891,7 +893,6 @@ function playerFinishedSkinSelection(client, allowedSkinIndex) {
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meActionToNearbyPlayers(client, `changes their skin to ${allowedSkins[getServerGame()][allowedSkinIndex][1]}`);
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meActionToNearbyPlayers(client, `changes their skin to ${allowedSkins[getServerGame()][allowedSkinIndex][1]}`);
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}
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}
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triggerNetworkEvent("vrr.skinSelect", client, false);
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}
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}
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// ===========================================================================
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// ===========================================================================
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