if Config.Framework ~= 'esx' then return end local framework = 'es_extended' local state = GetResourceState(framework) if state == 'missing' or state == "unknown" then -- Framework can't be used if it's missing or unknown return end ESX, PlayerData, IsLoggedIn = nil, nil, false -- ESX core parts ESX = exports[framework]:getSharedObject() PlayerData = ESX.GetPlayerData() IsLoggedIn = false RegisterNetEvent('esx:onPlayerSpawn', function() PlayerData = ESX.GetPlayerData() IsLoggedIn = true end) -- This is here to get the player data when the resource is restarted instead of having to log out and back in each time -- This won't set the player data too early as this only triggers when the server side is started and not the client side AddEventHandler('onResourceStart', function(resource) if resource == GetCurrentResourceName() then Wait(200) PlayerData = ESX.GetPlayerData() IsLoggedIn = true end end) function CanUseFavKeyBind() return not ESX.PlayerData.dead end -- Added events RegisterNetEvent('animations:client:PlayEmote', function(args) if not ESX.PlayerData.dead then EmoteCommandStart(source, args) end end) if Config.Keybinding then RegisterNetEvent('animations:client:BindEmote', function(args) if not ESX.PlayerData.dead then EmoteBindStart(nil, args) end end) RegisterNetEvent('animations:client:EmoteBinds', function() if not ESX.PlayerData.dead then ListKeybinds() end end) RegisterNetEvent('animations:client:EmoteDelete', function(args) if not ESX.PlayerData.dead then DeleteEmote(args) end end) end RegisterNetEvent('animations:client:EmoteMenu', function() if not ESX.PlayerData.dead then OpenEmoteMenu() end end) RegisterNetEvent('animations:client:ListEmotes', function() if not ESX.PlayerData.dead then EmotesOnCommand() end end) RegisterNetEvent('animations:client:Walk', function(args) if not ESX.PlayerData.dead then WalkCommandStart(args) end end) RegisterNetEvent('animations:client:ListWalks', function() if not ESX.PlayerData.dead then WalksOnCommand() end end) -- Added by https://github.dev/qbcore-framework/dpemotes/ CanDoEmote = true RegisterNetEvent('animations:ToggleCanDoAnims', function(bool) CanDoEmote = bool end) RegisterNetEvent('animations:client:EmoteCommandStart', function(args) if CanDoEmote then EmoteCommandStart(source, args) end end)