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.