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[Bug] - ESX - Death state #1602

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iSentrie opened this issue Jan 23, 2025 · 3 comments
Closed

[Bug] - ESX - Death state #1602

iSentrie opened this issue Jan 23, 2025 · 3 comments
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@iSentrie
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Describe the bug
When esx_multicharacter is not in use, the death state for players is not recognized when they die for the first time. The death system only begins to function correctly after the player has been revived using /revive. From the second death onward, the death state works as intended.

To Reproduce
Steps to reproduce the behavior:

  1. Start the server without the esx_multicharacter resource.
  2. Join the server and die for the first time.
  3. Death state should not be triggered properly.
  4. Use /revive me
  5. Die a second time, the death state now works as intended.

Expected behavior
The death state should be recognized correctly on the first death, even without the esx_multicharacter resource.

Debug Info:

  • OS: Windows
  • FiveM Artifact: 12255, 12508 (tested on both)
  • ESX Version: v1.12.3

Additional context
This started to happen yesterday, right after FiveM CnL downtime, weird coincidence? Probably yes. Issue seems to occur due to failed initialization after player spawn when esx_multicharacter... Still unsure about exact cause of this problem.

@iSentrie iSentrie added the bug Something isn't working label Jan 23, 2025
@github-project-automation github-project-automation bot moved this to 🆕 To be Discussed in ESX Roadmap Jan 23, 2025
@Tiziukas
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Tiziukas commented Jan 23, 2025

I believe this issue was already fixed in a PR by @Kenshiin13
PR: c744cf9

@iSentrie
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That indeed seems to fix this issue probably should be pushed asap for everyone?

Citizen.CreateThreadNow(function()
while ESX.PlayerLoaded and not ESX.PlayerData.dead do

@iSentrie
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Fixed in v1.12.4

@github-project-automation github-project-automation bot moved this from 🆕 To be Discussed to Recycle Bin in ESX Roadmap Jan 23, 2025
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