--- look for
Citizen.CreateThread(function()
while true do
if IsControlJustReleased(0, 24) or IsDisabledControlJustReleased(0, 24) then
local weapon = GetSelectedPedWeapon(GetPlayerPed(-1))
local ammo = GetAmmoInPedWeapon(GetPlayerPed(-1), weapon)
if ammo > 0 then
TriggerServerEvent("weapons:server:UpdateWeaponAmmo", CurrentWeaponData, tonumber(ammo))
else
TriggerEvent('inventory:client:CheckWeapon')
TriggerServerEvent("weapons:server:UpdateWeaponAmmo", CurrentWeaponData, 0)
end
if MultiplierAmount > 0 then
TriggerServerEvent("weapons:server:UpdateWeaponQuality", CurrentWeaponData, MultiplierAmount)
MultiplierAmount = 0
end
end
Citizen.Wait(1)
end
end)
-- change with
Citizen.CreateThread(function()
while true do
if IsControlJustReleased(0, 24) or IsDisabledControlJustReleased(0, 24) then
local weapon = GetSelectedPedWeapon(GetPlayerPed(-1))
local ammo = GetAmmoInPedWeapon(GetPlayerPed(-1), weapon)
if weapon ~= GetHashKey("WEAPON_UNARMED") then
if ammo > 0 then
TriggerServerEvent("weapons:server:UpdateWeaponAmmo", CurrentWeaponData, tonumber(ammo))
Citizen.Wait(500)
else
TriggerEvent('inventory:client:CheckWeapon')
TriggerServerEvent("weapons:server:UpdateWeaponAmmo", CurrentWeaponData, 0)
end
if MultiplierAmount > 0 then
TriggerServerEvent("weapons:server:UpdateWeaponQuality", CurrentWeaponData, MultiplierAmount)
MultiplierAmount = 0
end
end
end
Citizen.Wait(0)
end
--- look for Citizen.CreateThread(function() while true do if IsControlJustReleased(0, 24) or IsDisabledControlJustReleased(0, 24) then local weapon = GetSelectedPedWeapon(GetPlayerPed(-1)) local ammo = GetAmmoInPedWeapon(GetPlayerPed(-1), weapon) if ammo > 0 then TriggerServerEvent("weapons:server:UpdateWeaponAmmo", CurrentWeaponData, tonumber(ammo)) else TriggerEvent('inventory:client:CheckWeapon') TriggerServerEvent("weapons:server:UpdateWeaponAmmo", CurrentWeaponData, 0) end
end)
-- change with Citizen.CreateThread(function() while true do
end)