Edit Death System
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@@ -12,38 +12,51 @@ var isDeath = false;
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var deathTime;
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var respawnTime;
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var deathSeconds;
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var fade;
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mp.game.gameplay.setFadeOutAfterDeath(false);
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mp.events.add("startDeathTimer", () => {
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if (isDeath === false) {
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isDeath = true;
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mp.gui.chat.activate(false);
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mp.gui.chat.show(false);
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deathDate = new Date();
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respawnTime = deathDate.getSeconds() + 120;
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secondsToAlpha = 120;
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respawnTime = Math.floor(deathDate.getTime() / 1000 + 120);
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fade = 255 - 120;
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}
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});
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mp.events.add("onPlayerRevived", () => {
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isDeath = false;
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mp.gui.chat.activate(true);
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mp.gui.chat.show(true);
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mp.game.gameplay.setFadeOutAfterDeath(false);
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mp.events.callRemote('RespawnPlayerAtDeathpoint');
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});
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mp.events.add("respawnDeathPlayer", () => {
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isDeath = false;
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mp.gui.chat.activate(true);
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mp.game.gameplay.setFadeOutAfterDeath(false);
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mp.events.callRemote('RespawnPlayerAtHospital');
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});
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mp.events.add("render", () => {
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currentDate = new Date();
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if (isDeath === true) {
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currentDate = new Date();
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deathSeconds = respawnTime - currentDate.getSeconds();
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mp.game.graphics.drawText("~y~" + deathSeconds, [0.5, 0.5],
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{
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font: 7,
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color: [255, 255, 255, 255],
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scale: [0.8, 0.8],
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outline: true
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})
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mp.game.graphics.drawRect(0.5, 0.5, 1, 1, 0, 0, 0, deathSeconds);
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deathSeconds = respawnTime - Math.floor(currentDate.getTime() / 1000);
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var alpha = fade + (Math.floor((currentDate.getTime() / 1000) - (deathDate.getTime() / 1000)));
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if (deathSeconds >= 0) {
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mp.game.graphics.drawText("~y~" + deathSeconds, [0.5, 0.5],
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{
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font: 7,
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color: [255, 255, 255, 255],
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scale: [0.8, 0.8],
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outline: true
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})
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mp.game.graphics.drawRect(0.5, 0.5, 1, 1, 0, 0, 0, alpha);
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} else {
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mp.events.call("respawnDeathPlayer");
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}
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}
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});
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@@ -62,5 +62,17 @@ namespace reallife_gamemode.Server.Events
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userDeath.SaveChanges();
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}
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}
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[RemoteEvent("RespawnPlayerAtHospital")]
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public void RespawnPlayerAtHospital(Client player)
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{
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player.RemoveAllWeapons();
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NAPI.Player.SpawnPlayer(player, new Vector3(-495.45, -336.33, 34.5));
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}
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[RemoteEvent("RespawnPlayerAtDeathpoint")]
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public void RespawnPlayerAtDeathpoint(Client player)
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{
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NAPI.Player.SpawnPlayer(player, player.Position);
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}
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}
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}
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