Server Exports
Revive Player
Use one of following events to revive player
-- Any of these events will work :)
local targetId = 1 -- replace with existing player id
TriggerClientEvent('p_ambulancejob/client/death/revive', targetId)
TriggerClientEvent('esx_ambulancejob:revive', targetId)
TriggerClientEvent('hospital:client:RevivePlayer', targetId)
TriggerClientEvent('hospital:client:Revive', targetId)
targetId: number
Existing player server ID
Kill Player
Use one of following events to kill player
-- Any of these events will work :)
local targetId = 1 -- replace with existing player id
TriggerClientEvent('p_ambulancejob/client/death/kill', targetId)
TriggerClientEvent('hospital:client:KillPlayer', targetId)
targetId: number
Existing player server ID
getDispatchAlerts
Use following export to get all active alerts on dispatch
exports['p_ambulancejob']:getDispatchAlerts()
Return:
alerts:
table {id: number, player: number, code: string, title: string, message: string, coords: vec3, expire: number, blip: {sprite: number, scale: number, color: number}}
isDead / dead
Use following state bag to check if player is dead
local targetId = 2 -- replace with existing player id
Player(targetId).state.isDead
Player(targetId).state.dead -- compatibility with other ambulance jobs
-- both of them return true / false
Player(targetId).state.deathType
-- this one return stage: "death" | "bleeding" | "recovering" | "none"
onDeathStateChange
You can use this event handler to follow players death state
RegisterNetEvent('p_ambulancejob/onDeathStateChange', function(deathType, deathData)
end)
deathType:
"death" | "bleeding" | "recovering" | "none"
deathData:
{victimCoords: vec3, killerCoords: vec3 | nil, distance: number | nil, killer: number | nil, cause: number, weapon: number, weaponLabel: string | nil}
Check Pulse
Use following statebags to check player pulse
local targetId = 2 -- replace with existing player id
Player(targetId).state.pulse -- number
Player(targetId).state.criticalPulse -- true / false
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