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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