Sync plr veh + change plr sync event names
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@@ -68,9 +68,8 @@ function addAllNetworkHandlers() {
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addNetworkEventHandler("vrr.weaponDamage", playerDamagedByPlayer);
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// Misc
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addNetworkEventHandler("vrr.player.position", updatePositionInPlayerData);
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addNetworkEventHandler("vrr.player.heading", updateHeadingInPlayerData);
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addNetworkEventHandler("vrr.player.lookat", setPlayerHeadLookPosition);
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addNetworkEventHandler("vrr.plr.pos", updatePositionInPlayerData);
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addNetworkEventHandler("vrr.plr.rot", updateHeadingInPlayerData);
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addNetworkEventHandler("vrr.skinSelected", playerFinishedSkinSelection);
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addNetworkEventHandler("vrr.clientInfo", updateConnectionLogOnClientInfoReceive);
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addNetworkEventHandler("vrr.vehBuyState", receiveVehiclePurchaseStateUpdateFromClient);
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@@ -716,6 +715,18 @@ function updateHeadingInPlayerData(client, heading) {
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// ===========================================================================
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function updatePositionInVehicleData(client, vehicle, position) {
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getVehicleData(vehicle).syncPosition = position;
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}
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// ===========================================================================
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function updateHeadingInVehicleData(client, vehicle, heading) {
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getVehicleData(vehicle).syncHeading = heading;
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}
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// ===========================================================================
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function forcePlayerIntoSkinSelect(client) {
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if(getGameConfig().skinChangePosition[getServerGame()].length > 0) {
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getPlayerData(client).returnToPosition = getPlayerPosition(client);
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@@ -1023,14 +1034,6 @@ function hideAllPlayerGUI(client) {
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// ===========================================================================
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function setPlayerHeadLookPosition(client, position) {
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if(client.player != null) {
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setEntityData(client.player, "vrr.headLook", position, true);
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}
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}
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// ===========================================================================
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function requestClientInfo(client) {
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sendNetworkEventToPlayer("vrr.clientInfo", client);
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}
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@@ -1111,35 +1114,31 @@ function setPlayerInfiniteRun(client, state) {
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// ==========================================================================
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function sendBusinessEntranceToPlayer(client, businessId, name, entrancePosition, blipModel, pickupModel, hasInterior, hasItems) {
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function sendBusinessToPlayer(client, businessId, name, entrancePosition, blipModel, pickupModel, hasInterior, hasItems) {
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sendNetworkEventToPlayer("vrr.business", client, businessId, name, entrancePosition, blipModel, pickupModel, hasInterior, hasItems);
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}
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// ==========================================================================
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function sendHouseEntranceToPlayer(client, houseId, entrancePosition, blipModel, pickupModel, hasInterior) {
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function sendHouseToPlayer(client, houseId, entrancePosition, blipModel, pickupModel, hasInterior) {
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sendNetworkEventToPlayer("vrr.house", client, houseId, entrancePosition, blipModel, pickupModel, hasInterior);
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}
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// ==========================================================================
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function sendAllBusinessEntrancesToPlayer(client) {
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function sendAllBusinessesToPlayer(client) {
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let businesses = getServerData().businesses;
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for(let i in businesses) {
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if(businesses[i].entranceBlipModel > 0) {
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sendBusinessEntranceToPlayer(client, businesses[i].index, businesses[i].name, businesses[i].entrancePosition, businesses[i].entranceBlipModel, businesses[i].entrancePickupModel, businesses[i].hasInterior, false);
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}
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sendBusinessToPlayer(client, businesses[i].index, businesses[i].name, businesses[i].entrancePosition, businesses[i].entranceBlipModel, businesses[i].entrancePickupModel, businesses[i].hasInterior, false);
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}
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}
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// ==========================================================================
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function sendAllHouseEntrancesToPlayer(client) {
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function sendAllHousesToPlayer(client) {
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let houses = getServerData().houses;
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for(let i in houses) {
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if(houses[i].entranceBlipModel > 0) {
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sendBusinessEntranceToPlayer(client, businesses[i].index, houses[i].entrancePosition, houses[i].entranceBlipModel, houses[i].entrancePickupModel, houses[i].hasInterior);
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}
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sendHouseToPlayer(client, houses[i].index, houses[i].entrancePosition, houses[i].entranceBlipModel, houses[i].entrancePickupModel, houses[i].hasInterior);
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}
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}
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