Syncing doors when a new player joins.

This commit is contained in:
Andyyy7666
2022-07-09 19:34:52 +02:00
committed by GitHub
parent 7896faa95f
commit 1ce05e4ab6

View File

@@ -31,6 +31,10 @@ function isAuthorized(door)
return false
end
AddEventHandler("playerSpawned", function()
TriggerServerEvent("ND_Doorlocks:getDoors")
end)
AddEventHandler("onResourceStart", function(resourceName)
if (GetCurrentResourceName() ~= resourceName) then
return
@@ -79,5 +83,18 @@ AddEventHandler("ND_Doorlocks:syncDoor", function(doorID, state)
for _, doors in pairs(doorList[doorID].doors) do
local entity = GetClosestObjectOfType(doors.coords.x, doors.coords.y, doors.coords.z, 1.0, doors.hash, false, false, false)
SetEntityHeading(entity, doors.heading)
FreezeEntityPosition(entity, state)
end
end)
RegisterNetEvent("ND_Doorlocks:returnDoors")
AddEventHandler("ND_Doorlocks:returnDoors", function(updatedDoors)
for doorID, state in pairs(updatedDoors) do
doorList[doorID].locked = state
for _, doors in pairs(doorList[doorID].doors) do
local entity = GetClosestObjectOfType(doors.coords.x, doors.coords.y, doors.coords.z, 1.0, doors.hash, false, false, false)
SetEntityHeading(entity, doors.heading)
FreezeEntityPosition(entity, state)
end
end
end)