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Events

Public medical event reference for 0r-ambulancejob

Use public events when another resource prefers TriggerEvent / TriggerServerEvent instead of exports.

These event names are stable strings and are not built with _e(). This means they do not change if the resource folder name changes.

Server Events#

0r_ambulancejob:server:revivePlayer#

Revives the target player through the normal medical flow.

Recommended from another server resource:

lua
TriggerEvent("0r_ambulancejob:server:revivePlayer", targetId, {
    source = source,
    reason = "my_resource",
    context = {
        from = "my_resource:server:revive",
    },
    silentGetUp = true,
})

If called from a client resource:

lua
TriggerServerEvent("0r_ambulancejob:server:revivePlayer", targetId, {
    reason = "my_resource",
    context = {
        from = "my_resource:client:revive",
    }
})

Supported options: (optional)

  • source - the player ID or identifier of the action initiator, used for permission checks and logging
  • reason - a string describing the reason for the revive, used for logging
  • context - a table with additional context about the revive action, used for logging
  • silentGetUp - if true, the revived player will not play the get-up animation and will be immediately controllable

Notes:

  • Client-triggered revive still follows ambulance permission checks.
  • The normal medical lifecycle and MedicalListeners callbacks still run.

0r_ambulancejob:server:setMedicalState#

Forces the target player into a supported medical state.

Accepted states:

  • alive
  • laststand
  • dead

Recommended from another server resource:

lua
TriggerEvent("0r_ambulancejob:server:setMedicalState", targetId, "dead", {
    source = source,
    reason = "my_resource",
    context = {
        from = "my_resource:server:setDead",
    }
})

If called from a client resource:

lua
TriggerServerEvent("0r_ambulancejob:server:setMedicalState", targetId, "dead", {
    reason = "my_resource",
    context = {
        from = "my_resource:client:setDead",
    }
})

Supported options: (optional)

  • source - the player ID or identifier of the action initiator, used for permission checks and logging
  • reason - a string describing the reason for the state change, used for logging
  • context - a table with additional context about the state change, used for logging
  • silentGetUp - only used when state = "alive", if true, the player will not play the get-up animation and will be immediately controllable

Notes:

  • Client-triggered state changes require the same facility panel group permission used by the panel admin flow.
  • The normal medical lifecycle and MedicalListeners callbacks still run.

0r_ambulancejob:server:billingPaid#

Marks a facility invoice as paid after a custom billing resource confirms payment.

lua
TriggerEvent("0r_ambulancejob:server:billingPaid", {
    invoice_id = 12,
    -- or external_invoice_id = "custom-bridge-id"
})

Notes:

  • This event is intended for server-side billing integrations.
  • Client-triggered calls are ignored.
  • Paid invoices are deposited into the facility account when depositPaidInvoicesToFacilityAccount = true.

When To Use What#

  • Use MedicalListeners for direct in-resource customization in modules/medical_listeners/*.lua.
  • Use exports when another resource wants a clean query or function-style action API.
  • Use public events when another resource already integrates around TriggerEvent / TriggerServerEvent.