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players who disconnected while dead now stay dead on reconnect, with the bleedout timer resuming from where it left off instead of resetting.
centralizes is_dead persistence through a server-side path.
…ms it guards esx:onPlayerDeath so the death state is persisted only when the player's health reflects an actual death.
death now persists health = 0; the restore only re-enters the death flow when the persisted health matches the death state, instead of trusting is_dead alone.
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Description
This PR improves
esx_ambulancejobdeath handling by making player death states persistent across reconnects and adding automatic Medal.tv clip saving on player death.The changes introduce:
Motivation
Previously, a player's death state was only tracked during the current session. If a player disconnected while dead and reconnected later, the death state could be lost and timers would not resume correctly.
This update ensures that:
The Medal.tv integration provides players with automatic clips of important death events without requiring manual recording.
Implementation Details
Added persistent death handling through a new
persistDeathStatusserver function:users.is_deaddatabase field.Added a new
esx_ambulancejob:requestDeathRestoreevent:Updated client death flow:
OnPlayerDeathandStartDeathTimernow support elapsed death time.Added Medal.tv integration:
Config.Medalsection.Improved revive handling:
PR Checklist