1
0
Fork 0
forked from Simnation/Main
This commit is contained in:
Max 2025-06-27 11:11:01 +02:00
parent bbc1f0014c
commit bce674034a

View file

@ -1,7 +1,7 @@
local savedLocations = {}
local QBCore = exports['qb-core']:GetCoreObject()
-- Speichert die Position des Spielers beim Relog
RegisterNetEvent("qb-relogsave:server:saveLocation", function(cid, coords, heading)
if not cid or not coords then return end
@ -13,7 +13,7 @@ RegisterNetEvent("qb-relogsave:server:saveLocation", function(cid, coords, headi
print("[Relog] Position für " .. cid .. " gespeichert")
end)
-- Lädt die Position beim Login
RegisterNetEvent('QBCore:Server:OnPlayerLoaded', function()
local src = source
local Player = QBCore.Functions.GetPlayer(src)
@ -33,7 +33,7 @@ RegisterNetEvent('QBCore:Server:OnPlayerLoaded', function()
end
end)
-- Alternative Event für um-multicharacter
RegisterNetEvent('um-multicharacter:server:CharacterLoaded', function()
local src = source
local Player = QBCore.Functions.GetPlayer(src)
@ -47,3 +47,20 @@ RegisterNetEvent('um-multicharacter:server:CharacterLoaded', function()
savedLocations[cid] = nil
end
end)
-- Server-seitige Weiterleitung zum Multicharacter
RegisterNetEvent("qb-relogsave:server:redirectToMultichar", function()
local src = source
-- Versuche verschiedene Server-Events für um-multicharacter
TriggerClientEvent("um-multicharacter:client:chooseChar", src)
-- Fallback: Spieler trennen, aber sanft
Citizen.SetTimeout(500, function()
if GetPlayerPing(src) > 0 then
-- Spieler ist noch verbunden, versuche sanften Disconnect
TriggerEvent("um-multicharacter:server:disconnect", src)
TriggerEvent("um-multicharacter:server:loadUserData", src)
end
end)
end)