Handle respawn for paintball (don't use normal death respawn)
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@@ -402,53 +402,57 @@ function onPlayerDeath(client, position) {
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fadeCamera(client, false, 1.0);
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}
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setTimeout(function () {
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if (getPlayerCurrentSubAccount(client).inJail) {
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let closestJail = getClosestPoliceStation(getPlayerPosition(client));
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despawnPlayer(client);
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getPlayerCurrentSubAccount(client).interior = closestJail.interior;
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getPlayerCurrentSubAccount(client).dimension = closestJail.dimension;
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if (isPlayerWorking(client)) {
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stopWorking(client);
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}
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if (getGame() == VRR_GAME_MAFIA_ONE) {
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spawnPlayer(client, getGameConfig().skins[getGame()][getPlayerCurrentSubAccount(client).skin][0], closestJail.position, closestJail.heading);
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} else {
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spawnPlayer(client, closestJail.position, closestJail.heading, getGameConfig().skins[getGame()][getPlayerCurrentSubAccount(client).skin][0]);
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}
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if (isFadeCameraSupported()) {
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fadeCamera(client, true, 1.0);
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}
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updatePlayerSpawnedState(client, true);
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makePlayerStopAnimation(client);
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setPlayerControlState(client, true);
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resetPlayerBlip(client);
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if (isPlayerInPaintBall(client)) {
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respawnPlayerForPaintBall(client);
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} else {
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let closestHospital = getClosestHospital(getPlayerPosition(client));
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despawnPlayer(client);
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getPlayerCurrentSubAccount(client).interior = closestHospital.interior;
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getPlayerCurrentSubAccount(client).dimension = closestHospital.dimension;
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if (getPlayerCurrentSubAccount(client).inJail) {
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let closestJail = getClosestPoliceStation(getPlayerPosition(client));
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despawnPlayer(client);
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getPlayerCurrentSubAccount(client).interior = closestJail.interior;
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getPlayerCurrentSubAccount(client).dimension = closestJail.dimension;
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if (isPlayerWorking(client)) {
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stopWorking(client);
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}
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if (isPlayerWorking(client)) {
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stopWorking(client);
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}
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if (getGame() == VRR_GAME_MAFIA_ONE) {
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spawnPlayer(client, getGameConfig().skins[getGame()][getPlayerCurrentSubAccount(client).skin][0], closestHospital.position, closestHospital.heading);
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if (getGame() == VRR_GAME_MAFIA_ONE) {
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spawnPlayer(client, getGameConfig().skins[getGame()][getPlayerCurrentSubAccount(client).skin][0], closestJail.position, closestJail.heading);
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} else {
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spawnPlayer(client, closestJail.position, closestJail.heading, getGameConfig().skins[getGame()][getPlayerCurrentSubAccount(client).skin][0]);
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}
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if (isFadeCameraSupported()) {
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fadeCamera(client, true, 1.0);
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}
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updatePlayerSpawnedState(client, true);
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makePlayerStopAnimation(client);
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setPlayerControlState(client, true);
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resetPlayerBlip(client);
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} else {
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spawnPlayer(client, closestHospital.position, closestHospital.heading, getGameConfig().skins[getGame()][getPlayerCurrentSubAccount(client).skin][0]);
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}
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let closestHospital = getClosestHospital(getPlayerPosition(client));
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despawnPlayer(client);
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getPlayerCurrentSubAccount(client).interior = closestHospital.interior;
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getPlayerCurrentSubAccount(client).dimension = closestHospital.dimension;
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if (isFadeCameraSupported()) {
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fadeCamera(client, true, 1.0);
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}
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if (isPlayerWorking(client)) {
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stopWorking(client);
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}
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updatePlayerSpawnedState(client, true);
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makePlayerStopAnimation(client);
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setPlayerControlState(client, true);
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resetPlayerBlip(client);
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if (getGame() == VRR_GAME_MAFIA_ONE) {
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spawnPlayer(client, getGameConfig().skins[getGame()][getPlayerCurrentSubAccount(client).skin][0], closestHospital.position, closestHospital.heading);
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} else {
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spawnPlayer(client, closestHospital.position, closestHospital.heading, getGameConfig().skins[getGame()][getPlayerCurrentSubAccount(client).skin][0]);
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}
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if (isFadeCameraSupported()) {
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fadeCamera(client, true, 1.0);
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}
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updatePlayerSpawnedState(client, true);
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makePlayerStopAnimation(client);
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setPlayerControlState(client, true);
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resetPlayerBlip(client);
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}
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}
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}, 2000);
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}, 1000);
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