DOES_PLAYER_EXIST
Returns whether or not the player exists
Signature
BOOL DOES_PLAYER_EXIST(char* playerSrc);Parameters
| Name | Type | Description |
|---|---|---|
playerSrc | char* | — |
Returns BOOL — True if the player exists, false otherwise
Description
Returns whether or not the player exists
Usage
local retval = DoesPlayerExist(playerSrc)
-- always works, by hash
local retval = Citizen.InvokeNative(0x12038599, playerSrc, Citizen.ReturnResultAnyway())JavaScript and C#
const retval = DoesPlayerExist(playerSrc);
// by hash
const retval = Citizen.invokeNative('0x12038599', playerSrc, Citizen.returnResultAnyway());bool retval = Function.Call<bool>((Hash)0x12038599, playerSrc);Examples
local deferralMessages = { "Isn't this just magical!", "We can defer all day!", "You'll get in eventually", "You're totally not going to sit here forever", "The Fruit Tree is a lie" }
AddEventHandler("playerConnecting", function(name, setKickReason, deferrals)
local source = source
deferrals.defer()
Wait(0)
local messageIndex = 0
repeat
Wait(2000)
if messageIndex >= #deferralMessages then
deferrals.done()
else
messageIndex = messageIndex + 1
end
deferrals.update(deferralMessages[messageIndex])
until not DoesPlayerExist(source)
end)Sources
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