dpEmotes 1.7 (390+ emotes) Walkingstyles, Keybinding, Dances, Expressions and Shared Emotes

You can update heading for target.

Syncing.lua

RegisterNetEvent("SyncPlayEmote")
AddEventHandler("SyncPlayEmote", function(emote, player)
    local ped = PlayerPedId()
    local heading = GetEntityHeading(GetPedInFront()) -- clean this
    SetEntityHeading(ped, heading - 180.1)
    EmoteCancel()
    Wait(300)
    -- wait a little to make sure animation shows up right on both clients after canceling any previous emote
    if DP.Shared[emote] ~= nil then
      if OnEmotePlay(DP.Shared[emote]) then end return
    elseif DP.Dances[emote] ~= nil then
      if OnEmotePlay(DP.Dances[emote]) then end return
    end
end)

RegisterNetEvent("SyncPlayEmoteSource")
AddEventHandler("SyncPlayEmoteSource", function(emote, player)
    EmoteCancel()
    Wait(300)    -- wait a little to make sure animation shows up right on both clients after canceling any previous emote
    if DP.Shared[emote] ~= nil then
      if OnEmotePlay(DP.Shared[emote]) then end return
    elseif DP.Dances[emote] ~= nil then
      if OnEmotePlay(DP.Dances[emote]) then end return
    end
end)

If you edit the codes in this way, the requestor’s face will return to the sender.