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fix(es_extended/server/modules/onesync): spawn vehicle regardless of players in scope
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@@ -113,10 +113,13 @@ function ESX.OneSync.SpawnVehicle(vehicleModel, coords, heading, vehicleProperti
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end
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CreateThread(function()
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local closestPlayer = ESX.OneSync.GetClosestPlayer(coords, 300)
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local closestPlayerFound = next(closestPlayer) ~= nil
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if not vehicleType then
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local src, xPlayer = next(ESX.Players)
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vehicleType = vehicleType or (closestPlayerFound and ESX.GetVehicleType(vehicleModel, closestPlayer.id) or nil)
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if xPlayer then
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vehicleType = ESX.GetVehicleType(vehicleModel, xPlayer.source)
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end
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end
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if not vehicleType then
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return reject("No players found nearby to check vehicle type! Alternatively, you can specify the vehicle type manually.")
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@@ -125,12 +128,11 @@ function ESX.OneSync.SpawnVehicle(vehicleModel, coords, heading, vehicleProperti
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local createdVehicle = CreateVehicleServerSetter(vehicleModel, vehicleType, coords.x, coords.y, coords.z, heading)
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local tries = 0
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local closestNetOwner = ESX.OneSync.GetClosestPlayer(coords, 300, nil, 0)
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local closestNetOwnerFound = next(closestNetOwner) ~= nil
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local hasNetOwner = next(ESX.OneSync.GetClosestPlayer(coords, 300, nil, 0)) ~= nil
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while not createdVehicle or createdVehicle == 0
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or (closestNetOwnerFound and NetworkGetEntityOwner(createdVehicle) == -1)
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or (not closestNetOwnerFound and not DoesEntityExist(createdVehicle)) do
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or (hasNetOwner and NetworkGetEntityOwner(createdVehicle) == -1)
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or (not hasNetOwner and not DoesEntityExist(createdVehicle)) do
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Wait(200)
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tries = tries + 1
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if tries > 40 then
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